1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810 1811 1812 1813 1814 1815 1816 1817 1818 1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878 1879 1880 1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029 2030 2031 2032 2033 2034 2035 2036 2037 2038 2039 2040 2041 2042 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070 2071 2072 2073 2074 2075 2076 2077 2078 2079 2080 2081 2082 2083 2084 2085 2086 2087 2088 2089 2090 2091 2092 2093 2094 2095 2096 2097 2098 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2307 2308 2309 2310 2311 2312 2313 2314 2315 2316 2317 2318 2319 2320 2321 2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343 2344 2345 2346 2347 2348 2349 2350 2351 2352 2353 2354 2355 2356 2357 2358 2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377 2378 2379 2380 2381 2382 2383 2384 2385 2386 2387 2388 2389 2390 2391 2392 2393 2394 2395 2396 2397 2398 2399 2400 2401 2402 2403 2404 2405 2406 2407 2408 2409 2410 2411 2412 2413 2414 2415 2416 2417 2418 2419 2420 2421 2422 2423 2424 2425 2426 2427 2428 2429 2430 2431 2432 2433 2434 2435 2436 2437 2438 2439 2440 2441 2442 2443 2444 2445 2446 2447 2448 2449 2450 2451 2452 2453 2454 2455 2456 2457 2458 2459 2460 2461 2462 2463 2464 2465 2466 2467 2468 2469 2470 2471 2472 2473 2474 2475 2476 2477 2478 2479 2480 2481 2482 2483 2484 2485 2486 2487 2488 2489 2490 2491 2492 2493 2494 2495 2496 2497 2498 2499 2500 2501 2502 2503 2504 2505 2506 2507 2508 2509 2510 2511 2512 2513 2514 2515 2516 2517 2518 2519 2520 2521 2522 2523 2524 2525 2526 2527 2528 2529 2530 2531 2532 2533 2534 2535 2536 2537 2538 2539 2540 2541 2542 2543 2544 2545 2546 2547 2548 2549 2550 2551 2552 2553 2554 2555 2556 2557 2558 2559 2560 2561 2562 2563 2564 2565 2566 2567 2568 2569 2570 2571 2572 2573 2574 2575 2576 2577 2578 2579 2580 2581 2582 2583 2584 2585 2586 2587 2588 2589 2590 2591 2592 2593 2594 2595 2596 2597 2598 2599 2600 2601 2602 2603 2604 2605 2606 2607 2608 2609 2610 2611 2612 2613 2614 2615 2616 2617 2618 2619 2620 2621 2622 2623 2624 2625 2626 2627 2628 2629 2630 2631 2632 2633 2634 2635 2636 2637 2638 2639 2640 2641 2642 2643 2644 2645 2646 2647 2648 2649 2650 2651 2652 2653 2654 2655 2656 2657 2658 2659 2660 2661 2662 2663 2664 2665 2666 2667 2668 2669 2670 2671 2672 2673 2674 2675 2676 2677 2678 2679 2680 2681 2682 2683 2684 2685 2686 2687 2688 2689 2690 2691 2692 2693 2694 2695 2696 2697 2698 2699 2700 2701 2702 2703 2704 2705 2706 2707 2708 2709 2710 2711 2712 2713 2714 2715 2716 2717 2718 2719 2720 2721 2722 2723 2724 2725 2726 2727 2728 2729 2730 2731 2732 2733 2734 2735 2736 2737 2738 2739 2740 2741 2742 2743 2744 2745 2746 2747 2748 2749 2750 2751 2752 2753 2754 2755 2756 2757 2758 2759 2760 2761 2762 2763 2764 2765 2766 2767 2768 2769 2770 2771 2772 2773 2774 2775 2776 2777 2778 2779 2780 2781 2782 2783 2784 2785 2786 2787 2788 2789 2790 2791 2792 2793 2794 2795 2796 2797 2798 2799 2800 2801 2802 2803 2804 2805 2806 2807 2808 2809 2810 2811 2812 2813 2814 2815 2816 2817 2818 2819 2820 2821 2822 2823 2824 2825 2826 2827 2828 2829 2830 2831 2832 2833 2834 2835 2836 2837 2838 2839 2840 2841 2842 2843 2844 2845 2846 2847 2848 2849 2850 2851 2852 2853 2854 2855 2856 2857 2858 2859 2860 2861 2862 2863 2864 2865 2866 2867 2868 2869 2870 2871 2872 2873 2874 2875 2876 2877 2878 2879 2880 2881 2882 2883 2884 2885 2886 2887 2888 2889 2890 2891 2892 2893 2894 2895 2896 2897 2898 2899 2900 2901 2902 2903 2904 2905 2906 2907 2908 2909 2910 2911 2912 2913 2914 2915 2916 2917 2918 2919 2920 2921 2922 2923 2924 2925 2926 2927 2928 2929 2930 2931 2932 2933 2934 2935 2936 2937 2938 2939 2940 2941 2942 2943 2944 2945 2946 2947 2948 2949 2950 2951 2952 2953 2954 2955 2956 2957 2958 2959 2960 2961 2962 2963 2964 2965 2966 2967 2968 2969 2970 2971 2972 2973 2974 2975 2976 2977 2978 2979 2980 2981 2982 2983 2984 2985 2986 2987 2988 2989 2990 2991 2992 2993 2994 2995 2996 2997 2998 2999 3000 3001 3002 3003 3004 3005 3006 3007 3008 3009 3010 3011 3012 3013 3014 3015 3016 3017 3018 3019 3020 3021 3022 3023 3024 3025 3026 3027 3028 3029 3030 3031 3032 3033 3034 3035 3036 3037 3038 3039 3040 3041 3042 3043 3044 3045 3046 3047 3048 3049 3050 3051 3052 3053 3054 3055 3056 3057 3058 3059 3060 3061 3062 3063 3064 3065 3066 3067 3068 3069 3070 3071 3072 3073 3074 3075 3076 3077 3078 3079 3080 3081 3082 3083 3084 3085 3086 3087 3088 3089 3090 3091 3092 3093 3094 3095 3096 3097 3098 3099 3100 3101 3102 3103 3104 3105 3106 3107 3108 3109 3110 3111 3112 3113 3114 3115 3116 3117 3118 3119 3120 3121 3122 3123 3124 3125 3126 3127 3128 3129 3130 3131 3132 3133 3134 3135 3136 3137 3138 3139 3140 3141 3142 3143 3144 3145 3146 3147 3148 3149 3150 3151 3152 3153 3154 3155 3156 3157 3158 3159 3160 3161 3162 3163 3164 3165 3166 3167 3168 3169 3170 3171 3172 3173 3174 3175 3176 3177 3178 3179 3180 3181 3182 3183 3184 3185 3186 3187 3188 3189 3190 3191 3192 3193 3194 3195 3196 3197 3198 3199 3200 3201 3202 3203 3204 3205 3206 3207 3208 3209 3210 3211 3212 3213 3214 3215 3216 3217 3218 3219 3220 3221 3222 3223 3224 3225 3226 3227 3228 3229 3230 3231 3232 3233 3234 3235 3236 3237 3238 3239 3240 3241 3242 3243 3244 3245 3246 3247 3248 3249 3250 3251 3252 3253 3254 3255 3256 3257 3258 3259 3260 3261 3262 3263 3264 3265 3266 3267 3268 3269 3270 3271 3272 3273 3274 3275 3276 3277 3278 3279 3280 3281 3282 3283 3284 3285 3286 3287 3288 3289 3290 3291 3292 3293 3294 3295 3296 3297 3298 3299 3300 3301 3302 3303 3304 3305 3306 3307 3308 3309 3310 3311 3312 3313 3314 3315 3316 3317 3318 3319 3320 3321 3322 3323 3324 3325 3326 3327 3328 3329 3330 3331 3332 3333 3334 3335 3336 3337 3338 3339 3340 3341 3342 3343 3344 3345 3346 3347 3348 3349 3350 3351 3352 3353 3354 3355 3356 3357 3358 3359 3360 3361 3362 3363 3364 3365 3366 3367 3368 3369 3370 3371 3372 3373 3374 3375 3376 3377 3378 3379 3380 3381 3382 3383 3384 3385 3386 3387 3388 3389 3390 3391 3392 3393 3394 3395 3396 3397 3398 3399 3400 3401 3402 3403 3404 3405 3406 3407 3408 3409 3410 3411 3412 3413 3414 3415 3416 3417 3418 3419 3420 3421 3422 3423 3424 3425 3426 3427 3428 3429 3430 3431 3432 3433 3434 3435 3436 3437 3438 3439 3440 3441 3442 3443 3444 3445 3446 3447 3448 3449 3450 3451 3452 3453 3454 3455 3456 3457 3458 3459 3460 3461 3462 3463 3464 3465 3466 3467 3468 3469 3470 3471 3472 3473 3474 3475 3476 3477 3478 3479 3480 3481 3482 3483 3484 3485 3486 3487 3488 3489 3490 3491 3492 3493 3494 3495 3496 3497 3498 3499 3500 3501 3502 3503 3504 3505 3506 3507 3508 3509 3510 3511 3512 3513 3514 3515 3516 3517 3518 3519 3520 3521 3522 3523 3524 3525 3526 3527 3528 3529 3530 3531 3532 3533 3534 3535 3536 3537 3538 3539 3540 3541 3542 3543 3544 3545 3546 3547 3548 3549 3550 3551 3552 3553 3554 3555 3556 3557 3558 3559 3560 3561 3562 3563 3564 3565 3566 3567 3568 3569 3570 3571 3572 3573 3574 3575 3576 3577 3578 3579 3580 3581 3582 3583 3584 3585 3586 3587 3588 3589 3590 3591 3592 3593 3594 3595 3596 3597 3598 3599 3600 3601 3602 3603 3604 3605 3606 3607 3608 3609 3610 3611 3612 3613 3614 3615 3616 3617 3618 3619 3620 3621 3622 3623 3624 3625 3626 3627 3628 3629 3630 3631 3632 3633 3634 3635 3636 3637 3638 3639 3640 3641 3642 3643 3644 3645 3646 3647 3648 3649 3650 3651 3652 3653 3654 3655 3656 3657 3658 3659 3660 3661 3662 3663 3664 3665 3666 3667 3668 3669 3670 3671 3672 3673 3674 3675 3676 3677 3678 3679 3680 3681 3682 3683 3684 3685 3686 3687 3688 3689 3690 3691 3692 3693 3694 3695 3696 3697 3698 3699 3700 3701 3702 3703 3704 3705 3706 3707 3708 3709 3710 3711 3712 3713 3714 3715 3716 3717 3718 3719 3720 3721 3722 3723 3724 3725 3726 3727 3728 3729 3730 3731 3732 3733 3734 3735 3736 3737 3738 3739 3740 3741 3742 3743 3744 3745 3746 3747 3748 3749 3750 3751 3752 3753 3754 3755 3756 3757 3758 3759 3760 3761 3762 3763 3764 3765 3766 3767 3768 3769 3770 3771 3772 3773 3774 3775 3776 3777 3778 3779 3780 3781 3782 3783 3784 3785 3786 3787 3788 3789 3790 3791 3792 3793 3794 3795 3796 3797 3798 3799 3800 3801 3802 3803 3804 3805 3806 3807 3808 3809 3810 3811 3812 3813 3814 3815 3816 3817 3818 3819 3820 3821 3822 3823 3824 3825 3826 3827 3828 3829 3830 3831 3832 3833 3834 3835 3836 3837 3838 3839 3840 3841 3842 3843 3844 3845 3846 3847 3848 3849 3850 3851 3852 3853 3854 3855 3856 3857 3858 3859 3860 3861 3862 3863 3864 3865 3866 3867 3868 3869 3870 3871 3872 3873 3874 3875 3876 3877 3878 3879 3880 3881 3882 3883 3884 3885 3886 3887 3888 3889 3890 3891 3892 3893 3894 3895 3896 3897 3898 3899 3900 3901 3902 3903 3904 3905 3906 3907 3908 3909 3910 3911 3912 3913 3914 3915 3916 3917 3918 3919 3920 3921 3922 3923 3924 3925 3926 3927 3928 3929 3930 3931 3932 3933 3934 3935 3936 3937 3938 3939 3940 3941 3942 3943 3944 3945 3946 3947 3948 3949 3950 3951 3952 3953 3954 3955 3956 3957 3958 3959 3960 3961 3962 3963 3964 3965 3966 3967 3968 3969 3970 3971 3972 3973 3974 3975 3976 3977 3978 3979 3980 3981 3982 3983 3984 3985 3986 3987 3988 3989 3990 3991 3992 3993 3994 3995 3996 3997 3998 3999 4000 4001 4002 4003 4004 4005 4006 4007 4008 4009 4010 4011 4012 4013 4014 4015 4016 4017 4018 4019 4020 4021 4022 4023 4024 4025 4026 4027 4028 4029 4030 4031 4032 4033 4034 4035 4036 4037 4038 4039 4040 4041 4042 4043 4044 4045 4046 4047 4048 4049 4050 4051 4052 4053 4054 4055 4056 4057 4058 4059 4060 4061 4062 4063 4064 4065 4066 4067 4068 4069 4070 4071 4072 4073 4074 4075 4076 4077 4078 4079 4080 4081 4082 4083 4084 4085 4086 4087 4088 4089 4090 4091 4092 4093 4094 4095 4096 4097 4098 4099 4100 4101 4102 4103 4104 4105 4106 4107 4108 4109 4110 4111 4112 4113 4114 4115 4116
|
////////////////////////////////////////////////////////////////////////////////
//
// Copyright 2016 RWS Inc, All Rights Reserved
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of version 2 of the GNU General Public License as published by
// the Free Software Foundation
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License along
// with this program; if not, write to the Free Software Foundation, Inc.,
// 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
//
// doofus.cpp
// Project: Postal
//
// This module implements the CDoofus class which is the class of enemy
// guys for the game.
//
// History:
// 01/13/97 BRH Started this file from CDude and modified it
// to do some enemy logic using the same assets
// as the sample 2D guy.
//
// 01/15/97 BRH Changed the render to draw the guy with his
// hotspot between his feet.
//
// 02/04/97 JMI Changed LoadDib() call to Load() (which now supports
// loading of DIBs).
//
// 02/05/97 BRH Fixed problem loading Instance ID. Also fixed some other
// problems with the run routine. He now will follow the
// bouys to get to the bouy nearest the CDude.
//
// 02/23/97 BRH Changed coordinate system to x, -z in Find Direction.
//
// 02/25/97 BRH Fixed problem with the Startup where the height was not
// being multiplied by 4, so enemies would start too low
// if placed on a roof.
//
// 03/04/97 BRH Derived this from CCharacter instead of CThing
//
// 03/05/97 BRH Added SelectRandomBouy function which picks a random
// bouy number (a valid one) or returns 0 if there are
// no bouys.
//
// 03/06/97 BRH Added realignment timer and function so that the
// direction to the bouy can be recalculated every
// so often to avoid missing it.
//
// 03/13/97 JMI Load now takes a version number.
//
// 03/14/97 JMI SelectDude() now chooses the closest dude on the X/Z plane.
//
// 04/04/97 JMI SelectDude() no longer chooses dead dudes.
// Also, last update to make SelectDude() find the closest
// CDude was not comparing the distance to the CDude from this
// guy, but instead was comparing the distance to the CDude from
// (0, 0, 0).
//
// 04/16/97 BRH Changed references to the realm's list of CThings to use
// the new non-STL methods.
//
// 04/22/97 BRH Moved common code and some variables like the animations
// to the base class. Put common logic routines like the
// reactions to weapons in this base class.
//
// 04/24/97 BRH Added TryClearDirection function that uses the
// IsPathClear() funciton to try 3 directions to see if they
// are clear.
//
// 05/02/97 JMI Added check to make sure not already in shot state or
// writhing state before changing to shot state in OnShotMsg.
// Also, now OnBurnMsg() sets him into the m_animOnFire in-
// stead of m_animRun.
//
// 05/04/97 BRH Removed #ifdef code sections referring to STL lists.
//
// 05/06/97 BRH Added Popout logic, detection smash.
//
// 05/09/97 BRH Added Writhing and Shot logic from CPerson.
//
// 05/11/97 BRH Fixed problem with Logic_Guard.
//
// 05/15/97 BRH In the popout and run & shoot wait states, changed from
// the temporary timeout method to checking for the
// triggered pylon before running the logic.
//
// 05/18/97 BRH Added some logic functions for the victims to use.
//
// 05/20/97 BRH Added the hiding states. Also added calls to
// ReevaluateState() at times in the action cycles
// where the action can be changed. Changed Logic_PylonDetect
// to set flags for use in ReevaluateState() and
// in the logic table variables evaluation.
//
// 05/21/97 BRH Added m_dAnimRot to specify the direction the guy is
// facing and separating that from the direction he is
// moving. This will be used for the run and shoot
// so that he can run and face sideways.
//
// 05/22/97 BRH Fixed typo bug in Logic_Shoot.
//
// 05/25/97 BRH Added the m_ShootAngle variable and an override for
// ShootWeapon that uses this angle to aim the weapon.
//
// 05/26/97 BRH Changed ShootWeapon so that CSmash bits are passed in
// so that enemy bullets don't hit other enemies.
//
// 05/26/97 BRH Added a timer for shooting to limit the number of shots
// for each type of gun. Also added some avoidance
// of obstacles during MoveNext in case the guy gets stuck
// trying to get to the next bouy.
//
// 05/27/97 BRH Fixed a few problems with logic table transitions.
//
// 05/27/97 BRH Added some avoidance of obstacles to Logic_PopBegin in
// case he gets stuck on walls while trying to find the
// first pylon.
//
// 05/31/97 JMI Replaced m_pDude with m_idDude. The problem was that, by
// just using a pointer to the dude, we never found out when
// the dude was gone (deleted). Although this is rare for
// CDudes, it does happen. For example, in the beginning of
// a level all CDudes that do not have an associated player
// are sent a Delete msg. They do not process this message
// until their respective Update() calls. If a CDoofus
// derived guy happened to be placed in the level before a
// CDude (that is, the CDoofus' Update() got called before the
// CDude's), and the CDoofus happened to point its m_pDude at
// this CDude (that was destined to soon be deleted), later
// when referencing the pointer to the freed and/or reallocated
// memory, the CDoofus could cause a protection fault or math
// overflow (due to invalid values returned by
// m_pDude->GetX, Y, Z() with the non-CDude 'this' pointer).
// Also, in the case that SelectDude() did not select a dude,
// SQDistanceToDude() was returning an unitialized double
// which, in some cases, could be a totally illegal double
// value.
//
// 06/02/97 BRH Added AdvanceHold action and state so that once he reaches
// the end of the advancement, he goes into this hold state
// rather than Engage automatically. This way the logic
// table can have more control over the next state.
//
// 06/02/97 BRH Changed TryClearShot to use the CRealm version of
// IsPathClear which just checks for terrain obstacles.
//
// 06/05/97 JMI Changed m_sHitPoints to m_stockpile.m_sHitPoints to
// accommodate new m_stockpile in base class, CThing3d (which
// used to contain the m_sHitPoints).
//
// 06/10/97 BRH Now sends messages to CDemon for Explosion, and burning.
//
// 06/10/97 BRH Added RunIdleAnimation() function which monitors the
// idle timer and controls which of 3 idle animations to
// use. This should be called when in some kind of wait
// state.
//
// 06/10/97 BRH Fixed "YMCA" bug where the enemy guy would cycle
// each frame between Advance and AdvanceHold.
//
// 06/11/97 BRH Fixed the crouch and search animations since the
// search is done from the crouch posiiton. It was
// previously backwards because I thought the search
// animation was done from a standing position.
//
// 06/13/97 JMI Changed FindDirection() to return m_dRot if we cannot find
// a CDude.
// Also, changed Logic_Shoot() over to using events.
//
// 06/17/97 BRH Changed NEAR_DEATH_HITPOINTS to a higher value since the
// machine gun bullets were increased, it was diffucult to
// get a writhing person.
//
// 06/17/97 BRH Attempted to make enemies stop shooting dead CDudes.
//
// 06/17/97 JMI Now doubles smash radius when in writhing state.
//
// 06/18/97 JMI Changed PlaySoundWrithing() to return the duration of the
// played sample.
//
// 06/18/97 BRH Changed over to using GetRandom()
//
// 06/24/97 JMI Added intialization of m_sRotateDir.
//
// 06/26/97 BRH Added a special case for Writhers who get burned.
// Previously they didn't react because their smash bits
// were changed when they went into writhing. Then we wanted
// them to get killed by fire so included the AlmostDead bits
// but they they would jump to their feet and run around
// once they got burned. So now they will just lie there
// and die.
//
// 06/26/97 BRH When a doofus is killed after preparing a weapon but
// before shooting it, he will drop it if it was a throwing
// weapon, but will just delete it if it was a launched
// weapon.
//
// 06/27/97 BRH Added a flag for recently stuck so that when a character
// gets stuck on a wall, he sets the flag, then when he gets
// free of the obstacle, it will get the closest bouy rather
// than trying to align to the one it was trying to get to
// previously which many times caused him to get stuck in
// the same manner.
//
// 06/28/97 BRH Changed the RegisterBirth and RegisterDeath calls to pass
// m_bCivilian so that the scoring can updated for hostiles
// or civilians.
//
// 07/09/97 BRH Added logic for walking and running around on a bouy
// network - used for victims.
//
// 07/11/97 BRH Added call to inline Cheater() to disable game if necessary
//
// 07/12/97 BRH Added addional text strings for the new actions that were
// added. Also changed PylonDetect function to use
// QuickCheckClosest rather than QuickCheck so that enemies
// will detect the pylon you put them closest to and not
// just a marker pylon.
//
// 07/12/97 BRH Changed macro MAX_STEPUP_THRESHOLD to use the CThing3d
// definitino MaxStepUpThreshold so that the detecting and
// ability to move will be the same.
//
// 07/15/97 BRH Added a few more calls to Cheater.
//
// 07/20/97 BRH Effectively canceled the DelayShoot state by setting
// the timeout to zero since it caused the guys to
// not shoot very often on levels that were difficult
// to move in.
//
// 07/21/97 JMI Now Update() calls base class version.
//
// 07/23/97 BRH Added tunable values for different timeouts which will get
// set in doofus to the default static values that they were
// before, and can be set in Person to the personatorium values
// so that different people have different traits.
//
// 08/01/97 BRH Changed the aiming so that it is based on the game
// difficulty setting.
//
// 08/02/97 BRH Added YellForHelp funciton that enemies can call when they
// get shot to alert others in the are that they need help.
//
// 08/05/97 BRH Fixed the problem with the doofus leaving the Run&Shoot
// state at higher difficulty settings due to re-aligning
// the angles with the shoot angle.
//
// 08/06/97 BRH Changed TryClearShot to first do the point translation
// to the rigid body where the weapon is shot from, in order
// to get the correct height. This will give the guys more
// opportunities to shoot, and will work when the guys
// are scaled larger or smaller.
//
// 08/06/97 JMI Added m_ptransExecutionTarget link point for execution
// sphere. Also, added PositionSmash() to provide overridable
// method for updating the collision sphere.
//
// 08/06/97 JMI Now TryClearPath() returns false if there's no weapon
// link point.
//
// 08/07/97 JMI Added ms_awdWeapons[], ms_apszWeaponResNames[], and
// GetResources() and FreeResources() for loading these anims.
// Also, added ms_lWeaponResRefCount so we could know when the
// weapons were no longer needed.
//
// 08/08/97 JMI Now Logic_Shoot() handles flamer.
//
// 08/08/97 JMI Now Logic_Shoot() handles AutoRifle, Uzi, and SmallPistol.
//
// 08/08/97 BRH Added start and end bouy ID's for special cases like
// marching. Added these to load and save. They are set
// by the dialog in the CPerson. Also added marching logic.
//
// 08/09/97 BRH Changed panic to be vicinity based so only the nearby
// people panic. Also added checks for prepared weapons
// when guys get blown up or burned, where they should
// either randomly discard their weapon, or delete it.
//
// 08/10/97 JMI Moved CDoofus() and ~CDoofus() into doofus.cpp from
// doofus.h.
// Was going to move the registering of the birth into the
// constructor but I realized that m_bCivilian probably won't
// get set until Load() so I left it in Startup() (it could
// probably also get set via EditModify() but this doesn't
// matter b/c that's in edit mode only).
// Now Registers death with the realm in the destructor if
// m_bRegisteredBirth is true.
// Also, now OnShotMsg() calls base class version even if
// other states don't permit a state change b/c this gives
// better feedback to the user (base class OnShotMsg() creates
// blood).
//
// 08/10/97 JMI Moved NoWeapon up to enum value 0 and created a new one
// to take its -1 place as an invalid weapon (InvalidWeapon).
// Also, added block in PrepareWeapon() for the NoWeapon case.
// Also, moved prepare weapon from the .H to the .CPP.
//
// 08/11/97 BRH Found the problem with the parade level victims where they
// were flipping around one bouy. The problem was that they
// asked how to get to a particular bouy which was unreachable
// because the network was not fully connected, so when it
// got the unreachable flag, it kept retrying the same bouy.
// I fixed the problem so they will pick a new bouy, but also
// we are deleting the unconnected nodes in the parade level.
//
// 08/11/97 JMI Now sets backup weapon to default 'none' and uses the
// backup weapon when there's no animation for the current
// weapon type.
// Also, changed incorrectly name ms_awtType2Id to
// ms_awtId2Type mapping.
//
// 08/11/97 BRH Fixed problem with run & shoot not using the correct
// angle.
//
// 08/12/97 JMI Now hides weapon if current event is 10 or more.
//
// 08/12/97 BRH Checks for events channel in render so that people
// without animation events like the band guys will still
// work. Also made shooting timing based on game
// difficulty.
//
// 08/13/97 JMI Changed so OnShotMsg() calls base class to generate blood
// no matter what.
//
// 08/14/97 JMI Switched references to g_GameSettings.m_sDifficulty to
// m_pRealm->m_flags.sDifficulty.
//
// 08/14/97 BRH Added static default bits to pass to weapons for their
// collision testing. Changed call to WhileHoldingWeapon
// to include these defaults.
//
// 08/15/97 BRH Changed the check for available pylons to check for a
// clear path to the pylon before saying it is available.
// Some guys were getting stuck on fences between themselves
// an an available pylon. Also fixed the writhing to
// executed transition so that the guys don't flip around
// 180 degrees. Also fixed the smash bits that get passed
// to the missile weapons.
//
// 08/16/97 BRH Changed the person's PlaySound functions so that comments
// are only made when the CDude is alive. So in this module, I
// made sure that the victims were also calling SelectDude()
// for the logic that they were doing, just to keep track of
// whether the CDude was alive or dead. Also tuned the
// shooting accuracy for the levels to make them more accurate
// on the easier levels since the easy dudes were missing too
// much.
//
// 08/18/97 BRH Added virtual override for CCharacter's WhileHoldingWeapon
// so that for higher difficulty settings where the enemies
// re-aim after preparing the weapon, they could do it
// every frame between PrepareWeapon and ShootWeapon so that
// they turned smoothy and didn't just flip around when they
// got to ShootWeapon. This was a problem with the Rocketman
// who had a long shoot animation. If the target moved a
// quite a bit between PrepareWeapon and ShootWeapon, he would
// spin around just before releasing the shot. Also fixed
// a problem with the ShootWeapon adjustment of the
// random shooting innacuracy when I changed the values
// last time, I adjusted the max left swing, but forgot to
// adjust the random amount.
//
// 08/18/97 JMI Now sends doofuses who are writhing to the back most sprite
// layer. As people pointed out this is another of two evils.
// It is, however, a lessor. It appears a little wierd in one
// case but better in all others I've seen so far.
//
// 08/19/97 JMI Now sends doofuses who are dying to the back as well.
//
// 08/19/97 JMI No longer shoots CSmash::Misc items.
//
// 08/20/97 JMI Now Logic_Shot() does not wait to the end of the animation
// to check for death. This way they don't seem to kick back
// from the shot, shoot forward, and then die.
//
// 08/20/97 BRH Trying a smaller tolerance on the Bouys so that the
// enemies must get closer to the hotspot before
// moving to the next one. We wanted to see if this helps
// certain situations where guys are getting stuck. Changed
// from 10 pixel radius to 5.
//
// 08/21/97 JMI Now does deluxe reporting on whether this doofus finds his
// NavNet.
//
// 08/21/97 JMI Now after reporting that the doofus did not find its NavNet
// it sets him to the current NavNet.
//
// 08/21/97 BRH Added a blooc counter so that the number of blood pools
// created while writhing could be cut down a little bit.
//
// 08/24/97 BRH Changed the TryClearShot to use the Character version of
// IsPathClear which also checks for people in the way. Added
// an additional call to TryClearShot in ShootWeapon which is
// after the weapon has been re-aimed to make sure that the
// path is still clear. It was a problem with the rocketman
// who has the slowest animation and may turn completely
// around before shooting.
//
// 08/24/97 BRH Aborts sample that was playing when the guy gets executed
// so that he doesn't keep making noises after he is dead.
//
// 08/25/97 BRH Undid a bunch of changes made yesterday which changed the
// logic too much which threw off the tuning. Added two new
// escape routes for the Engage mode instead. Fixed the
// shoot timer which was being set to two different values
// in two different places. Made the shooting more accurate
// and more of the difficulty tuning will be with the
// shooting times.
//
// 08/27/97 BRH Victims now panic when they are shot.
//
// 09/03/97 JMI Sentries now exclude CSmash::Bads and CSmash::Civilians.
//
// 09/07/97 BRH As Steve requested, the medium difficulty will now
// re-adjust aiming just like hard difficulty in ShootWeapon.
//
// 12/18/97 JMI Changed SelectRandomBouy() to return 0 if a the number of
// bouys is less than or equal to one. It used to be less
// than one but, for some reason, GetNumNodes() returns 1 when
// there's no bouys. This caused it to lock up when no bouys
// for some lgk files.
//
////////////////////////////////////////////////////////////////////////////////
#define DOOFUS_CPP
#include "RSPiX.h"
#include <math.h>
#include "doofus.h"
#include "dude.h"
#include "SampleMaster.h"
#include "grenade.h"
#include "pylon.h"
////////////////////////////////////////////////////////////////////////////////
// Macros/types/etc.
////////////////////////////////////////////////////////////////////////////////
#define NEAR_DEATH_HITPOINTS 31 // Below this, start writhing
#define MS_BETWEEN_SAMPLES 100 // Time between pain groans.
#define BURNT_BRIGHTNESS -40 // -128 to 127.
////////////////////////////////////////////////////////////////////////////////
// Variables/data
////////////////////////////////////////////////////////////////////////////////
// These are default values -- actually values are set using the editor!
double CDoofus::ms_dAccUser = 150.0; // Acceleration due to user
double CDoofus::ms_dAccDrag = 80.0; // Acceleration due to drag
double CDoofus::ms_dMaxVelFore = 80.0; // Maximum forward velocity
double CDoofus::ms_dMaxVelBack = -60.0; // Maximum backward velocity
double CDoofus::ms_dDegPerSec = 150.0; // Degrees of rotation per second
double CDoofus::ms_dOffScreenDistance = 500*500; // Square distance off screen
double CDoofus::ms_dGuardDistance = 300*300; // Square distance before attacking
double CDoofus::ms_dThrowHorizVel = 200; // Throw out at this velocity
double CDoofus::ms_dMinFightDistance = 80.0; // Closest you want to get
double CDoofus::ms_dMedFightDistance = 200.0; // Median distance for fighting
double CDoofus::ms_dMaxFightDistance = 400.0; // Farthest distance for fighting
double CDoofus::ms_dMinFightDistanceSQ = 80.0*80.0;// Square distance for
double CDoofus::ms_dMedFightDistanceSQ = 200.0*200.0;
double CDoofus::ms_dMaxFightDistanceSQ = 400.0*400.0;
double CDoofus::ms_dMarchVelocity = 20.0; // Speed at which to march
int32_t CDoofus::ms_lDefaultAlignTime = 100; //2000; // Time to realign to bouy position
int32_t CDoofus::ms_lGuardTimeoutMin = 4000; // Time to check for CDudes again
int32_t CDoofus::ms_lGuardTimeoutInc = 500; // Interval to add for each easier difficulty level
int32_t CDoofus::ms_lShootTimeoutMin = 1000; // Min time between shots, adjused for difficulty
int32_t CDoofus::ms_lShootTimeoutInc = 200; // Adjustment time for difficulty level between shots
int32_t CDoofus::ms_lDetectionRadius = 100;//80 // Radius of detection smash sphere
int32_t CDoofus::ms_lRunShootInterval = 2000; // Time between shots while running
int32_t CDoofus::ms_lReseekTime = 15 * 1000; // Seek the dude again after this time
int32_t CDoofus::ms_lShotTimeout = 3000; // Time between full shot reaction animations
// which gives him a chance to attack or run
int32_t CDoofus::ms_lStuckRecoveryTime = 5000; // Time to stay in recoverys state
int32_t CDoofus::ms_lAvoidRadius = 40; // Radius of fire detection smash
int32_t CDoofus::ms_lYellRadius = 150; // Yell for help in this vicinity
int32_t CDoofus::ms_lHelpTimeout = 3000; // Time to react to a call for help.
int32_t CDoofus::ms_lDelayShootTimeout = 0; //2000; // Time before shooting
int32_t CDoofus::ms_lHelpingTimeout = 1000; // Only shoot every this often
// Note that these seem to apply to all weapons except bullet weapons. That is, these are
// passed to WhileHoldingWeapon() which passes them on to ShootWeapon(), but WhileHoldingWeapon()
// is only used for non-bullet weapons. In the bullet weapons case, it uses the default parameters
// to ShootWeapon().
U32 CDoofus::ms_u32CollideBitsInclude = CSmash::Character | CSmash::Barrel;
U32 CDoofus::ms_u32CollideBitsDontcare = CSmash::Good | CSmash::Bad;
U32 CDoofus::ms_u32CollideBitsExclude = CSmash::SpecialBarrel | CSmash::Ducking | CSmash::Bad | CSmash::Civilian;
int16_t CDoofus::ms_sStuckLimit = 3; // Number of times to retry before attempting to
// get free of whatever you are stuck on.
// Weapon animations.
CAnim3D CDoofus::ms_aanimWeapons[NumWeaponTypes];
// Current ref count on ms_aanimWeapons[].
int32_t CDoofus::ms_lWeaponResRefCount = 0;
// Weapon details (descriptions, res names, etc.).
CDoofus::WeaponDetails CDoofus::ms_awdWeapons[NumWeaponTypes] =
{
//////// NoWeapon
{ // pszName, pszResName, CThing ID
"Verbal Abuse",
NULL,
TotalIDs,
},
//////// Rocket
{ // pszName, pszResName, CThing ID
"Rocket",
"3d/launcher",
CRocketID,
},
//////// Grenade
{ // pszName, pszResName, CThing ID
"Grenade",
NULL,
CGrenadeID,
},
//////// Napalm
{ // pszName, pszResName, CThing ID
"Napalm",
"3d/napalmer",
CNapalmID,
},
//////// Firebomb
{ // pszName, pszResName, CThing ID
"Cocktail",
NULL,
CFirebombID,
},
//////// ProximityMine
{ // pszName, pszResName, CThing ID
"ProximityMine",
NULL,
CProximityMineID,
},
//////// TimedMine
{ // pszName, pszResName, CThing ID
"TimedMine",
NULL,
CTimedMineID,
},
//////// RemoteMine
{ // pszName, pszResName, CThing ID
"RemoteMine",
NULL,
CRemoteControlMineID,
},
//////// BouncingBetty
{ // pszName, pszResName, CThing ID
"BouncingBetty",
NULL,
CBouncingBettyMineID,
},
//////// Flamer
{ // pszName, pszResName, CThing ID
"Flamer",
"3d/flmthrower",
CFirestreamID,
},
//////// Pistol
{ // pszName, pszResName, CThing ID
"Pistol",
"3d/bigpistol",
CPistolID,
},
//////// MachineGun
{ // pszName, pszResName, CThing ID
"MachineGun",
"3d/submachine",
CMachineGunID,
},
//////// ShotGun
{ // pszName, pszResName, CThing ID
"ShotGun",
"3d/ShotGun",
CShotGunID,
},
//////// Heatseeker
{ // pszName, pszResName, CThing ID
"Heatseeker",
"3d/launcher",
CHeatseekerID,
},
//////// Assault
{ // pszName, pszResName, CThing ID
"Assault",
"3d/SprayGun",
CAssaultWeaponID,
},
//////// DeathWad
{ // pszName, pszResName, CThing ID
"DeathWad",
"3d/napalmer",
CDeathWadID,
},
//////// DoubleBarrel
{ // pszName, pszResName, CThing ID
"DoubleBarrel",
"3d/shotgun",
CDoubleBarrelID,
},
//////// Uzi
{ // pszName, pszResName, CThing ID
"Uzi",
"3d/Uzi",
CUziID,
},
//////// AutoRifle
{ // pszName, pszResName, CThing ID
"AutoRifle",
"3d/AutoRifle",
CAutoRifleID,
},
//////// SmallPistol
{ // pszName, pszResName, CThing ID
"SmallPistol",
"3d/Pistol",
CSmallPistolID,
},
//////// Dynamite
{ // pszName, pszResName, CThing ID
"Dynamite",
NULL,
CDynamiteID,
},
};
// Maps a CThing ID to a WeaponType enum.
CDoofus::WeaponType CDoofus::ms_awtId2Type[TotalIDs] =
{
NoWeapon,
InvalidWeapon,
InvalidWeapon,
InvalidWeapon,
InvalidWeapon,
InvalidWeapon,
Rocket,
Grenade,
InvalidWeapon,
InvalidWeapon,
InvalidWeapon,
InvalidWeapon,
InvalidWeapon,
Napalm,
InvalidWeapon,
InvalidWeapon,
Firebomb,
InvalidWeapon,
InvalidWeapon,
InvalidWeapon,
InvalidWeapon,
InvalidWeapon,
InvalidWeapon,
InvalidWeapon,
ProximityMine,
InvalidWeapon,
InvalidWeapon,
InvalidWeapon,
Pistol,
MachineGun,
ShotGun,
InvalidWeapon,
TimedMine,
BouncingBettyMine,
RemoteControlMine,
InvalidWeapon,
InvalidWeapon,
InvalidWeapon,
InvalidWeapon,
Heatseeker,
InvalidWeapon,
Assault,
InvalidWeapon,
InvalidWeapon,
InvalidWeapon,
InvalidWeapon,
InvalidWeapon,
InvalidWeapon,
InvalidWeapon,
InvalidWeapon,
Flamer,
DeathWad,
DoubleBarrel,
Uzi,
AutoRifle,
SmallPistol,
Dynamite,
};
char* CDoofus::ms_apszActionNames[] =
{
"Guard",
"Advance",
"Retreat",
"Engage",
"Popout",
"Run&Shoot",
"Hide",
"Advance-Hold",
"Walk",
"Panic",
"March",
"Madness",
"Help",
};
// Let this auto-init to 0
int16_t CDoofus::ms_sFileCount;
//
//
////////////////////////////////////////////////////////////////////////////////
// Constructor
////////////////////////////////////////////////////////////////////////////////
CDoofus::CDoofus(CRealm* pRealm, ClassIDType id)
: CCharacter(pRealm, id)
{
m_sSuspend = 0;
m_pNavNet = NULL;
m_u16NavNetID = 0;
m_idDude = CIdBank::IdNil;
m_pNextBouy = NULL;
m_sNextX = m_sNextZ = 0;
m_ucDestBouyID = m_ucNextBouyID = 0;
m_lAlignTimer = 0;
m_lEvalTimer = 0;
m_lShootTimer = 0;
m_lShotTimeout = 0;
m_pPylonStart = NULL;
m_pPylonEnd = NULL;
m_lCommentTimer = 0;
m_usCommentCounter = 0;
m_lLastHelpCallTime = 0;
m_lSampleTimeIsPlaying = 0;
m_bRecentlyStuck = false;
m_bCivilian = false;
m_ptransExecutionTarget = NULL;
m_spriteWeapon.m_pthing = this;
m_ucSpecialBouy0ID = 0;
m_ucSpecialBouy1ID = 0;
m_bPanic = false;
m_bRegisteredBirth = false;
// Default to no fallback weapon.
m_eFallbackWeaponType = TotalIDs;
m_sStuckCounter = 0;
m_usBloodCounter = 0;
m_siPlaying = 0;
// explicitly initialize to stop Valgrind whining. --ryan.
m_lIdleTimer = pRealm->m_time.GetGameTime() + 2000 + GetRandom() % 2000;
m_lStuckTimeout = 0;
m_u16KillerId = 0;
}
////////////////////////////////////////////////////////////////////////////////
// Destructor
////////////////////////////////////////////////////////////////////////////////
CDoofus::~CDoofus()
{
// If we've been born . . .
if (m_bRegisteredBirth == true)
{
// See who killed us, if anyone
bool bPlayerKill = false;
CThing* pthing;
if (m_u16KillerId != 0 && m_pRealm->m_idbank.GetThingByID(&pthing, m_u16KillerId) == 0)
if (pthing->GetClassID() == CDudeID)
bPlayerKill = true; // Dude killed us.
// Good bye.
m_pRealm->RegisterDeath(m_bCivilian, bPlayerKill);
}
}
////////////////////////////////////////////////////////////////////////////////
// Load object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CDoofus::Load( // Returns 0 if successfull, non-zero otherwise
RFile* pFile, // In: File to load from
bool bEditMode, // In: True for edit mode, false otherwise
int16_t sFileCount, // In: File count (unique per file, never 0)
uint32_t ulFileVersion) // In: Version of file format to load.
{
int16_t sResult = CCharacter::Load(pFile, bEditMode, sFileCount, ulFileVersion);
if (sResult == SUCCESS)
{
// Load common data just once per file (not with each object)
if (ms_sFileCount != sFileCount)
{
ms_sFileCount = sFileCount;
// Load static data
switch (ulFileVersion)
{
default:
case 1:
pFile->Read(&ms_dAccUser);
pFile->Read(&ms_dAccDrag);
pFile->Read(&ms_dMaxVelFore);
pFile->Read(&ms_dMaxVelBack);
pFile->Read(&ms_dDegPerSec);
// Clear the panic flag at the load of a level.
m_bPanic = false;
break;
}
}
// Load object data
switch (ulFileVersion)
{
default:
case 43:
pFile->Read(&m_ucSpecialBouy0ID);
pFile->Read(&m_ucSpecialBouy1ID);
case 42:
case 41:
case 40:
case 39:
case 38:
case 37:
case 36:
case 35:
case 34:
case 33:
case 32:
case 31:
case 30:
case 29:
case 28:
case 27:
case 26:
case 25:
case 24:
case 23:
case 22:
case 21:
case 20:
case 19:
case 18:
case 17:
case 16:
case 15:
case 14:
case 13:
case 12:
case 11:
case 10:
case 9:
case 8:
case 7:
case 6:
case 5:
case 4:
case 3:
case 2:
case 1:
// Get the instance ID for the NavNet
U16 u16Data;
int16_t sres = pFile->Read(&u16Data);
m_u16NavNetID = u16Data;
break;
}
// Make sure there were no file errors
if (!pFile->Error())
{
// Get resources
}
else
{
sResult = -1;
TRACE("CDoofus::Load(): Error reading from file!\n");
}
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Save object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CDoofus::Save( // Returns 0 if successfull, non-zero otherwise
RFile* pFile, // In: File to save to
int16_t sFileCount) // In: File count (unique per file, never 0)
{
// Call the base class save to save the u16InstanceID
int16_t sResult = CCharacter::Save(pFile, sFileCount);
if (sResult == SUCCESS)
{
// Save common data just once per file (not with each object)
if (ms_sFileCount != sFileCount)
{
ms_sFileCount = sFileCount;
// Save static data
pFile->Write(&ms_dAccUser);
pFile->Write(&ms_dAccDrag);
pFile->Write(&ms_dMaxVelFore);
pFile->Write(&ms_dMaxVelBack);
pFile->Write(&ms_dDegPerSec);
}
// Save object data
// Save the instance ID for the parent NavNet so it can be connected
// again after load
pFile->Write(&m_ucSpecialBouy0ID);
pFile->Write(&m_ucSpecialBouy1ID);
U16 u16Data = CIdBank::IdNil; // Safety.
if (m_pNavNet)
u16Data = m_pNavNet->GetInstanceID();
pFile->Write(&u16Data);
sResult = pFile->Error();
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Startup object
////////////////////////////////////////////////////////////////////////////////
int16_t CDoofus::Startup(void) // Returns 0 if successfull, non-zero otherwise
{
CCharacter::Startup();
// If we don't have a pointer to the Nav Net yet, get it from the ID
if (m_pNavNet == NULL)
{
if (m_pRealm->m_idbank.GetThingByID((CThing**) &m_pNavNet, m_u16NavNetID) == 0)
{
// Verify it's a NavNet . . .
if (m_pNavNet->GetClassID() == CNavigationNetID)
{
// Wahoo.
}
else
{
m_pNavNet = NULL;
}
}
// If still no nav net . . .
if (m_pNavNet == NULL)
{
// Message depends on user mode.
if (m_pRealm->m_flags.bEditing)
{
rspMsgBox(
RSP_MB_ICN_STOP | RSP_MB_BUT_OK,
g_pszAppName,
g_pszDoofusCannotFindNavNet_EditMode_hu_hu,
m_u16InstanceId,
m_u16NavNetID);
}
else
{
rspMsgBox(
RSP_MB_ICN_INFO | RSP_MB_BUT_OK,
g_pszAppName,
g_pszDoofusCannotFindNavNet_PlayMode_hu_hu,
m_u16InstanceId,
m_u16NavNetID);
}
// Use the current NavNet.
m_pNavNet = m_pRealm->GetCurrentNavNet();
if (m_pNavNet)
{
// Remember to reset our ID so this doesn't happen again.
m_u16NavNetID = m_pNavNet->GetInstanceID();
}
}
}
// Clear stuck counter
m_sStuckCounter = 0;
// Init other stuff
m_dVel = 0.0;
m_dRot = 0.0;
m_dAnimRot = 0.0;
m_sPrevHeight = (int16_t) m_dY;
m_sRotateDir = 0;
// Set up the detection smash
m_smashDetect.m_pThing = this;
m_smashDetect.m_bits = 0;
m_smashDetect.m_sphere.sphere.lRadius = ms_lDetectionRadius;
// Set up the fire avoidance smash
m_smashAvoid.m_sphere.sphere.X = m_dX + (rspCos(m_dRot) * ms_lAvoidRadius);
m_smashAvoid.m_sphere.sphere.Y = m_dY;
m_smashAvoid.m_sphere.sphere.Z = m_dZ - (rspSin(m_dRot) * ms_lAvoidRadius);
m_smashAvoid.m_sphere.sphere.lRadius = ms_lAvoidRadius;
m_smashAvoid.m_bits = 0;
m_smashAvoid.m_pThing = this;
// Setup weapon sprite.
m_spriteWeapon.m_sInFlags = CSprite::InHidden;
m_sprite.AddChild(&m_spriteWeapon);
// Start in a neutral state
m_state = State_Idle;
// Hello, world.
m_pRealm->RegisterBirth(m_bCivilian);
// Note that we've registered our birth so we know later that we need to
// register our death.
m_bRegisteredBirth = true;
// Set tunable values to their doofus defaults
m_lShootTimeout = ms_lShootTimeoutMin + ((11-m_pRealm->m_flags.sDifficulty) * ms_lShootTimeoutInc);
m_lRunShootInterval = ms_lRunShootInterval;
m_lShotReactionTimeout = ms_lShotTimeout;
return 0;
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to init new object at specified position
////////////////////////////////////////////////////////////////////////////////
int16_t CDoofus::EditNew( // Returns 0 if successfull, non-zero otherwise
int16_t sX, // In: New x coord
int16_t sY, // In: New y coord
int16_t sZ) // In: New z coord
{
int16_t sResult = 0;
CCharacter::EditNew(sX, sY, sZ);
// Since we were just created in the editor, set our nav net to the
// current one for this realm.
m_pNavNet = m_pRealm->GetCurrentNavNet();
m_u16NavNetID = m_pNavNet->GetInstanceID();
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// Render - This override version temporarily replaces the m_dRot with the
// m_dAnimRot so that it draws the person in the desired facing
// direction.
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Render(void)
{
double dSaveRotation = m_dRot;
m_dRot = m_dAnimRot;
CCharacter::Render();
m_dRot = dSaveRotation;
CAnim3D* panimWeapon = NULL;
if (m_panimCur->m_pevent)
{
// Get current event.
U8 u8Event = *( (U8*)(m_panimCur->m_pevent->GetAtTime(m_lAnimTime) ) );
// If gun not hidden by Randy . . .
if (u8Event < 10)
{
panimWeapon = GetWeaponAnim(m_eWeaponType);
// If we got an anim . . .
if (panimWeapon)
{
// If this anim is empty (and not intentional) . . .
if (panimWeapon->m_pmeshes == NULL && m_eWeaponType != TotalIDs)
{
// Get fallback weapon, if any.
panimWeapon = GetWeaponAnim(m_eFallbackWeaponType);
}
}
}
}
// If we have a visible weapon . . .
if (panimWeapon)
{
// If we have the necessary components . . .
if (panimWeapon->m_pmeshes && m_panimCur->m_ptransWeapon)
{
// Show weapon sprite.
m_spriteWeapon.m_sInFlags &= ~CSprite::InHidden;
m_spriteWeapon.m_pmesh = panimWeapon->m_pmeshes->GetAtTime(m_lAnimTime);
m_spriteWeapon.m_psop = panimWeapon->m_psops->GetAtTime(m_lAnimTime);
m_spriteWeapon.m_ptex = panimWeapon->m_ptextures->GetAtTime(m_lAnimTime);
m_spriteWeapon.m_psphere = panimWeapon->m_pbounds->GetAtTime(m_lAnimTime);
m_spriteWeapon.m_ptrans = m_panimCur->m_ptransWeapon->GetAtTime(m_lAnimTime);
}
else
{
// Hide weapon sprite.
m_spriteWeapon.m_sInFlags |= CSprite::InHidden;
}
}
else
{
// Hide weapon sprite.
m_spriteWeapon.m_sInFlags |= CSprite::InHidden;
}
}
////////////////////////////////////////////////////////////////////////////////
// Called by editor to render object
////////////////////////////////////////////////////////////////////////////////
void CDoofus::EditRender(void)
{
// In some cases, object's might need to do a special-case render in edit
// mode because Startup() isn't called. In this case it doesn't matter, so
// we can call the normal Render().
Render();
}
////////////////////////////////////////////////////////////////////////////////
// SelectDude
////////////////////////////////////////////////////////////////////////////////
int16_t CDoofus::SelectDudeBouy(void)
{
int16_t sReturn = SUCCESS;
// CDude* pDude;
// CBouy* pBouytest;
if (SelectDude() == SUCCESS)
{
CDude* pdude;
if (m_pRealm->m_idbank.GetThingByID((CThing**)&pdude, m_idDude) == 0)
{
m_ucDestBouyID = m_pNavNet->FindNearestBouy(pdude->GetX(), pdude->GetZ());
}
}
else
sReturn = FAILURE;
/*
if (m_pRealm->m_asClassNumThings[CThing::CDudeID] > 0)
{
pDude = (CDude*) m_pRealm->m_aclassHeads[CThing::CDudeID].GetNext();
m_ucDestBouyID = m_pNavNet->FindNearestBouy(pDude->GetX(), pDude->GetZ());
}
else
{
if (m_pNavNet->GetNumNodes() < 1)
sReturn = FAILURE;
else
{
pBouytest = NULL;
while (pBouytest == NULL)
{
m_ucDestBouyID = GetRandom() % m_pNavNet->GetNumNodes();
pBouytest = m_pNavNet->GetBouy(m_ucDestBouyID);
}
}
}
*/
return sReturn;
}
////////////////////////////////////////////////////////////////////////////////
// SelectRandomBouy - make sure it exists before setting it
////////////////////////////////////////////////////////////////////////////////
uint8_t CDoofus::SelectRandomBouy(void)
{
uint8_t ucSelect = 0;
CBouy* pBouy = NULL;
if (m_pNavNet->GetNumNodes() <= 1)
return 0;
while (pBouy == NULL)
{
ucSelect = GetRandom() % m_pNavNet->GetNumNodes();
pBouy = m_pNavNet->GetBouy(ucSelect);
}
return ucSelect;
}
////////////////////////////////////////////////////////////////////////////////
// SelectDude - Picks the closest dude from the dude list and assignes it to
// this enemy's CDude pointer.
////////////////////////////////////////////////////////////////////////////////
int16_t CDoofus::SelectDude(void)
{
// Things::iterator i;
// Things* pDudes;
m_idDude = CIdBank::IdNil;
uint32_t ulSqrDistance;
uint32_t ulCurSqrDistance = 0xFFFFFFFF;
uint32_t ulDistX;
uint32_t ulDistZ;
// pDudes = m_pRealm->m_apthings[CThing::CDudeID];
CDude* pdude;
CListNode<CThing>* pDudeList = m_pRealm->m_aclassHeads[CThing::CDudeID].m_pnNext;
while (pDudeList && pDudeList->m_powner)
{
pdude = (CDude*) pDudeList->m_powner;
// If this dude is not dead . . .
if (pdude->m_state != State_Dead)
{
ulDistX = pdude->m_dX - m_dX;
ulDistZ = pdude->m_dZ - m_dZ;
ulSqrDistance = ulDistX * ulDistX + ulDistZ * ulDistZ;
if (ulSqrDistance < ulCurSqrDistance)
{
// This one is closer.
ulCurSqrDistance = ulSqrDistance;
m_idDude = pdude->GetInstanceID();
}
}
pDudeList = pDudeList->m_pnNext;
}
return (m_idDude != CIdBank::IdNil) ? SUCCESS : FAILURE;
}
////////////////////////////////////////////////////////////////////////////////
// FindDirection - gives the direction toward the cDude
////////////////////////////////////////////////////////////////////////////////
int16_t CDoofus::FindDirection()
{
int16_t sAngle;
double dDudeX;
double dDudeZ;
double dX;
double dZ;
if (m_idDude == CIdBank::IdNil)
SelectDude();
if (m_idDude != CIdBank::IdNil)
{
CDude* pdude;
if (m_pRealm->m_idbank.GetThingByID((CThing**)&pdude, m_idDude) == 0)
{
dDudeX = pdude->GetX();
dDudeZ = pdude->GetZ();
dX = dDudeX - m_dX;
dZ = m_dZ - dDudeZ;
sAngle = rspATan(dZ, dX);
}
else
sAngle = m_dRot;
}
else
sAngle = m_dRot;
return sAngle;
}
////////////////////////////////////////////////////////////////////////////////
// Return the square of the distance to the guy (to test for proximity
////////////////////////////////////////////////////////////////////////////////
double CDoofus::SQDistanceToDude()
{
double dSquareDistance = 0.0;
double dX;
double dZ;
if (m_idDude == CIdBank::IdNil)
SelectDude();
if (m_idDude != CIdBank::IdNil)
{
CDude* pdude;
if (m_pRealm->m_idbank.GetThingByID((CThing**)&pdude, m_idDude) == 0)
{
dX = pdude->GetX() - m_dX;
dZ = pdude->GetZ() - m_dZ;
dSquareDistance = (dX * dX) + (dZ * dZ);
}
}
return dSquareDistance;
}
////////////////////////////////////////////////////////////////////////////////
// AlignToBouy - When timer is up, recalculate direction to bouy
////////////////////////////////////////////////////////////////////////////////
void CDoofus::AlignToBouy(void)
{
int32_t lThisTime = m_pRealm->m_time.GetGameTime();
if (lThisTime > m_lAlignTimer || m_bRecentlyStuck)
{
// If he got stuck and is now free, pick a new bouy
if (m_bRecentlyStuck)
{
m_bRecentlyStuck = false;
m_ucNextBouyID = m_pNavNet->FindNearestBouy(m_dX, m_dZ);
if (m_ucNextBouyID > 0)
{
m_pNextBouy = m_pNavNet->GetBouy(m_ucNextBouyID);
if (m_pNextBouy != NULL)
{
m_sNextX = m_pNextBouy->GetX();
m_sNextZ = m_pNextBouy->GetZ();
}
}
}
m_lAlignTimer = lThisTime + ms_lDefaultAlignTime;
m_dAnimRot = m_dRot = rspATan(m_dZ - m_sNextZ, m_sNextX - m_dX);
}
}
////////////////////////////////////////////////////////////////////////////////
// TryClearDirection - Given an angle, and a variance, checks the given angle
// to see if it is clear. If it is blocked by walls or fire
// it will try the max variance in either direction for a
// clear path and set the angle if it finds one. If these
// three angles fail, it will return false.
//
// Enemy guys can use this to attempt several paths before moving. If it fails
// then they can fall back on using a random direction, or they could try again
// with a completely different angle and variance.
////////////////////////////////////////////////////////////////////////////////
bool CDoofus::TryClearDirection(double* pdRot, int16_t sVariance)
{
bool bFoundPath = false;
int16_t sTries = 0;
int16_t sX, sY, sZ;
double dRotAttempt = *pdRot;
CThing* pthing;
while (!bFoundPath && sTries < 2)
{
// Check clear path
if (IsPathClear( // Returns true, if the entire path is clear.
// Returns false, if only a portion of the path is clear.
// (see *psX, *psY, *psZ, *ppthing).
m_dX, // In: Starting X.
m_dY, // In: Starting Y.
m_dZ, // In: Starting Z.
dRotAttempt, // In: Rotation around y axis (direction on X/Z plane).
10, // In: Rate at which to scan ('crawl') path in pixels per
// iteration.
// NOTE: We scan terrain using GetFloorAttributes()
// so small values of sCrawl are not necessary.
// NOTE: We could change this to a speed in pixels per second
// where we'd assume a certain frame rate.
200, // In: Range on X/Z plane.
m_smash.m_sphere.sphere.lRadius, // In: Radius of path traverser.
MaxStepUpThreshold, // In: Max traverser can step up.
CSmash::Fire, // In: Mask of CSmash bits that would terminate path.
CSmash::Bad | CSmash::Good, // In: Mask of CSmash bits that would not affect path.
CSmash::Dead, // In: Mask of CSmash bits that cannot affect path.
&sX, // Out: Point of intercept, if any, on path.
&sY, // Out: Point of intercept, if any, on path.
&sZ, // Out: Point of intercept, if any, on path.
&pthing, // Out: Thing that intercepted us or NULL, if none.
&m_smash) // In: Optional CSmash to exclude or NULL, if none.
== false)
{
switch (sTries)
{
case 0:
dRotAttempt = rspMod360(dRotAttempt + (sVariance/2));
break;
case 1:
dRotAttempt = rspMod360(dRotAttempt - sVariance);
break;
}
}
else
{
bFoundPath = true;
*pdRot = dRotAttempt;
}
sTries++;
}
return bFoundPath;
}
////////////////////////////////////////////////////////////////////////////////
// TryClearShot - Works like the TryClearDirection, but doesn't check for
// fire, only walls. So it knows if it could hit the target
// from here.
////////////////////////////////////////////////////////////////////////////////
bool CDoofus::TryClearShot(double dRot, int16_t sVariance)
{
bool bFoundPath = false;
// If we have a weapon transform . . .
if (m_panimCur->m_ptransRigid)
{
int16_t sTries = 0;
int16_t sX, sY, sZ;
CThing* pthing = NULL;
double dRotAttempt = dRot;
// Do a translation to the weapon position so that it is at the correct
// height for checking
double dMuzzleX, dMuzzleY, dMuzzleZ;
GetLinkPoint( // Returns nothing.
m_panimCur->m_ptransRigid->GetAtTime(m_lAnimTime), // In: Transform specifying point.
&dMuzzleX, // Out: Point speicfied.
&dMuzzleY, // Out: Point speicfied.
&dMuzzleZ); // Out: Point speicfied. // Update execution point via link point.
while (!bFoundPath && sTries < 2)
{
// Check clear path
/*
// This one checks terrain and for people in the way
if (IsPathClear(
(short) (m_dX + dMuzzleX), // Start x position
(short) (m_dY + dMuzzleY), // Start y position
(short) (m_dZ + dMuzzleZ), // Start z position
(short) dRotAttempt, // Angle of shot
4, // Crawl rate
rspSqrt(CDoofus::SQDistanceToDude()),
2, // radius of traverser
2, // vertical tolerance
CSmash::Bad, // Bits that would terminate path
0, // Bits that would not affect path
0, // Bits that cannot affect path
&sX, // pointer to terminating point
&sY, // pointer to terminating point
&sZ, // pointer to terminating point
&pthing, // handle to terminating target
&m_smash) // exclude your own smash
== false)
*/
// This one only checks terrain
if (m_pRealm->IsPathClear(
m_dX + dMuzzleX,
m_dY + dMuzzleY,
m_dZ + dMuzzleZ,
(int16_t) dRotAttempt,
3,
rspSqrt(CDoofus::SQDistanceToDude()),
0,
&sX,
&sY,
&sZ)
== false)
{
switch (sTries)
{
case 0:
dRotAttempt = rspMod360(dRotAttempt + (sVariance/2));
break;
case 1:
dRotAttempt = rspMod360(dRotAttempt - sVariance);
break;
}
}
else
{
bFoundPath = true;
}
sTries++;
}
}
return bFoundPath;
}
////////////////////////////////////////////////////////////////////////////////
// Update - default implementation of logic for enemy characters
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Update(void)
{
if (!m_sSuspend)
{
int32_t lThisTime = m_pRealm->m_time.GetGameTime();
// Check for new messages that may change the state
ProcessMessages();
// If he has no network, then he should stick to Guard mode
// if (m_pNavNet == NULL)
// m_state = State_Guard;
// See if there are any pylons nearby that he wants to use.
if (m_state == State_Idle ||
m_state == State_Wait ||
m_state == State_Hunt)
Logic_PylonDetect();
switch (m_state)
{
case State_Guard:
Logic_Guard();
break;
case State_PopBegin:
Logic_PopBegin();
break;
case State_PopWait:
Logic_PopWait();
break;
case State_Popout:
Logic_Popout();
break;
case State_RunShootBegin:
Logic_RunShootBegin();
break;
case State_RunShoot:
Logic_RunShoot();
break;
case State_RunShootWait:
Logic_RunShootWait();
break;
case State_Shoot:
Logic_Shoot();
break;
case State_Hunt:
Logic_Hunt();
break;
case State_HuntNext:
Logic_MoveNext();
break;
case State_Shot:
Logic_Shot();
break;
case State_BlownUp:
Logic_BlownUp();
break;
case State_Burning:
Logic_Burning();
break;
case State_Die:
Logic_Die();
break;
case State_Dead:
CCharacter::OnDead();
delete this;
return;
break;
}
// Determine appropriate position for main smash.
PositionSmash();
// Update the smash.
m_pRealm->m_smashatorium.Update(&m_smash);
m_lPrevTime = lThisTime;
// Call base class //////////////////////////////////////////////////////
CCharacter::Update();
}
}
////////////////////////////////////////////////////////////////////////////////
// Logic_Shot - You got shot so check your damage
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Logic_Shot(void)
{
if (m_stockpile.m_sHitPoints > NEAR_DEATH_HITPOINTS)
// Restore previous state & go back to what you were doing
{
// If your shot animation is over...
if (m_lAnimTime > m_panimCur->m_psops->TotalTime())
{
// Add this check for low health -> retreat
// if (m_stockpile.m_sHitPoints < DefHitPoints / 2)
//{
// m_state = State_Retreat;
// m_panimCur = &m_animRun;
// m_lAnimTime = 0;
// m_dRot = rspMod360(CDoofus::FindDirection() + 180);
// if (CDoofus::TryClearDirection(&m_dRot, 90) == false)
// m_dRot = rspMod360(GetRandom());
//}
//
// else // go back to previous state
m_state = m_ePreviousState;
m_panimCur = m_panimPrev;
m_lAnimTime = 0;
}
else
// Else continue shot animation
{
m_lAnimTime += m_pRealm->m_time.GetGameTime() - m_lPrevTime;
}
Cheater();
}
else
// else you are dead or writhing so die
{
m_state = State_Die;
m_panimCur = &m_animDie;
m_lAnimTime = 0;
}
}
////////////////////////////////////////////////////////////////////////////////
// Logic_BlownUp - You were blown up so pop up into the air and come down again
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Logic_BlownUp(void)
{
// Make him animate
m_lAnimTime += (m_pRealm->m_time.GetGameTime() - m_lPrevTime);
if (!WhileBlownUp())
m_state = State_Dead;
else
UpdateFirePosition();
Cheater();
}
////////////////////////////////////////////////////////////////////////////////
// Logic_Burning - You are on fire, so run aroudn burning until you are dead
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Logic_Burning(void)
{
m_lAnimTime += m_pRealm->m_time.GetGameTime() - m_lPrevTime;
if (!CCharacter::WhileBurning())
{
m_state = State_Die;
m_lAnimTime = 0;
m_panimCur = &m_animDie;
}
Cheater();
}
////////////////////////////////////////////////////////////////////////////////
// Logic_Die - You are about to die, so look like it!
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Logic_Die(void)
{
// Change our smashatorium bits
// enable this if you want them to always writhe when dead - for testing
#if 0
if ((m_smash.m_bits & CSmash::AlmostDead) == 0)
{
m_smash.m_bits |= CSmash::AlmostDead;
m_stockpile.m_sHitPoints = 30;
}
#else
m_smash.m_bits |= CSmash::AlmostDead;
#endif
// Send to back.
m_sLayerOverride = CRealm::LayerSprite1;
// When the die animation is finsihed, so are you.
if (m_lAnimTime > m_panimCur->m_psops->TotalTime())
{
if (m_stockpile.m_sHitPoints > 0)
{
m_state = State_Writhing;
m_panimCur = &m_animWrithing;
m_lAnimTime = 0;
GameMessage msg;
msg.msg_Writhing.eType = typeWrithing;
msg.msg_Writhing.sPriority = 0;
CThing* pDemon = m_pRealm->m_aclassHeads[CThing::CDemonID].GetNext();
if (pDemon)
SendThingMessage(&msg, pDemon);
}
else
{
m_state = State_Dead;
}
}
else
{
CWeapon* pweapon;
if (m_pRealm->m_idbank.GetThingByID((CThing**)&pweapon, m_u16IdWeapon) == 0)
{
// It should drop like a rock if its a throwing weapon or just delete it if it
// is a launched weapon
if (m_eWeaponType == CHeatseekerID || m_eWeaponType == CRocketID || m_eWeaponType == CNapalmID)
{
GameMessage msg;
msg.msg_ObjectDelete.eType = typeObjectDelete;
msg.msg_ObjectDelete.sPriority = 0;
SendThingMessage(&msg, pweapon);
}
else
{
pweapon->m_dHorizVel = (GetRandom() % (int16_t) CGrenade::ms_dThrowHorizVel);
m_dShootAngle = pweapon->m_dRot = GetRandom() % 360;
ShootWeapon();
}
}
m_lAnimTime += m_pRealm->m_time.GetGameTime() - m_lPrevTime;
#if 0 // causes people to spin when they die. --ryan.
// Rotate him so that he doesn't fall the same way
// Don't rotate again if he was writhing and has been executed
if (m_panimCur != &m_animExecuted)
{
short sRot = GetRandom() % 2;
if (sRot & 0x01)
sRot++;
if (((short) m_dRot) & 0x01)
m_dAnimRot = m_dRot = rspMod360(m_dRot + sRot);
else
m_dAnimRot = m_dRot = rspMod360(m_dRot - sRot);
}
#endif
}
}
////////////////////////////////////////////////////////////////////////////////
// Logic_Writhing - Rolling around on the ground in pain, waiting to be
// executed or until the pain is no longer tolerable.
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Logic_Writhing(void)
{
int32_t lThisTime = m_pRealm->m_time.GetGameTime();
int32_t lTimeDifference = lThisTime - m_lPrevTime;
// Send to back.
m_sLayerOverride = CRealm::LayerSprite1;
if (m_lAnimTime > m_panimCur->m_psops->TotalTime())
{
if (--m_stockpile.m_sHitPoints <= 0)
{
// Die. - Run the executed anim first to transition between the
// writhing animation and being dead, otherwise some characters will
// die on their knees.
m_state = State_Die;
m_panimCur = &m_animExecuted;
m_lAnimTime = 0;
// m_state = State_Dead;
}
else
{
// Whoa! MOD EQUALS is deep, man!
m_lAnimTime %= m_panimCur->m_psops->TotalTime();
// Now you can tune the amount of blood if it gets too thick.
if ((++m_usBloodCounter % 2) == 0)
MakeBloodPool();
if (lThisTime >= m_lTimer)
{
// Launch a sample and get the duration of the sample.
int32_t lSampleDuration;
PlaySoundWrithing(&lSampleDuration);
m_lTimer = lThisTime + lSampleDuration + MS_BETWEEN_SAMPLES;
}
}
}
else
{
CWeapon* pweapon;
if (m_pRealm->m_idbank.GetThingByID((CThing**)&pweapon, m_u16IdWeapon) == 0)
{
// It should drop like a rock if its a throwing weapon or just delete it if it
// is a launched weapon
if (m_eWeaponType == CHeatseekerID || m_eWeaponType == CRocketID || m_eWeaponType == CNapalmID)
{
GameMessage msg;
msg.msg_ObjectDelete.eType = typeObjectDelete;
msg.msg_ObjectDelete.sPriority = 0;
SendThingMessage(&msg, pweapon);
}
else
{
pweapon->m_dHorizVel = (GetRandom() % (int16_t) CGrenade::ms_dThrowHorizVel);
m_dShootAngle = pweapon->m_dRot = GetRandom() % 360;
ShootWeapon();
}
}
m_lAnimTime += lTimeDifference;
}
}
////////////////////////////////////////////////////////////////////////////////
// Logic_Guard - Guard the area until a CDude is nearby
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Logic_Guard(void)
{
int32_t lThisTime;
int32_t lTimeDifference;
double dSeconds;
// Get new time
lThisTime = m_pRealm->m_time.GetGameTime();
lTimeDifference = lThisTime - m_lPrevTime;
m_eCurrentAction = Action_Guard;
// Calculate the elapsed time in seconds
dSeconds = (double)(lThisTime - m_lPrevTime) / 1000.0;
// if (m_panimCur != &m_animStand)
// {
// m_panimCur = &m_animStand;
// m_lAnimTime = 0;
// }
m_dRot = m_dAnimRot = m_dShootAngle = FindDirection();
RunIdleAnimation();
// We assume at first that nothing much is going on in the area, so he
// only evaluates CDude position every once in a while to cut down on
// the processing.
if (lThisTime > m_lTimer)
{
m_eCurrentAction = Action_Guard;
m_lTimer = lThisTime + m_lGuardTimeout;
if (SelectDude() == SUCCESS && SQDistanceToDude() < ms_dGuardDistance)
{
if (CDoofus::TryClearShot(m_dRot, 20) == true)
{
CWeapon* pweapon = PrepareWeapon();
if (pweapon != NULL)
{
// Keep it hidden, for now.
pweapon->GetSprite()->m_sInFlags |= CSprite::InHidden;
pweapon->SetRangeToTarget(rspSqrt(SQDistanceToDude()));
}
m_panimCur = &m_animShoot;
m_lAnimTime = 0;
SelectDude();
m_dShootAngle = m_dAnimRot = m_dRot = FindDirection();
m_state = State_Shoot;
m_eNextState = State_Guard;
m_lTimer = lThisTime + m_lShootTimeout;
}
else
{
m_lTimer = lThisTime + m_lShootTimeout;
}
}
}
else
ReevaluateState();
}
////////////////////////////////////////////////////////////////////////////////
// Logic_Patrol - Keep an eye on the CDude and look like you're doing something
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Logic_Patrol(void)
{
// Turn to face dude but do not attack yet
m_dShootAngle = m_dAnimRot = m_dRot = FindDirection();
}
////////////////////////////////////////////////////////////////////////////////
// Logic_Hunt - Find a CDude, use the bouy network to get to him wherever he is
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Logic_Hunt(void)
{
// Find the destination bouy (one closest to the Dude)
m_eDestinationState = State_HuntHold;
SelectDudeBouy();
m_ucNextBouyID = m_pNavNet->FindNearestBouy(m_dX, m_dZ);
if (m_ucNextBouyID > 0)
{
m_pNextBouy = m_pNavNet->GetBouy(m_ucNextBouyID);
if (m_pNextBouy != NULL)
{
m_sNextX = m_pNextBouy->GetX();
m_sNextZ = m_pNextBouy->GetZ();
m_state = State_HuntNext;
m_lTimer = m_pRealm->m_time.GetGameTime() + ms_lReseekTime;
}
else
{
// Couldn't get bouy position, so stay put
m_state = State_Guard;
m_eCurrentAction = Action_Guard;
}
}
else
{
// Couldn't find a bouy so stay put
m_state = State_Guard;
m_eCurrentAction = Action_Guard;
}
}
////////////////////////////////////////////////////////////////////////////////
// Logic_HuntHold - This state means that you were trying to advance to the
// Dude and have got to the bouy closest to the Dude. The
// Logic table can either break you out into Engage or
// whatever, or you will stay in this state where you will
// be in a guard mode, but always looking to see if you should
// move to a closer bouy once the Dude changes his position.
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Logic_HuntHold(void)
{
// Evaluate the logic table suggestion to see if you should change states
m_eCurrentAction = Action_AdvanceHold;
if (!ReevaluateState())
{
// Check to see if the dude has moved and you should move
int32_t lThisTime = m_pRealm->m_time.GetGameTime();
if (lThisTime > m_lTimer)
{
m_lTimer = lThisTime + 1000;
SelectDudeBouy();
m_ucNextBouyID = m_pNavNet->FindNearestBouy(m_dX, m_dZ);
// See if he should move closer.
if (m_ucNextBouyID != m_ucDestBouyID)
{
m_pNextBouy = m_pNavNet->GetBouy(m_ucNextBouyID);
if (m_pNextBouy != NULL)
{
m_sNextX = m_pNextBouy->GetX();
m_sNextZ = m_pNextBouy->GetZ();
m_lTimer = lThisTime + ms_lReseekTime;
m_state = State_HuntNext;
m_eCurrentAction = Action_Advance;
}
}
// Else see if he is close enough to take a shot.
else
{
if (SelectDude() == SUCCESS && SQDistanceToDude() < ms_dGuardDistance)
{
CWeapon* pweapon = PrepareWeapon();
if (pweapon != NULL)
{
// Keep it hidden, for now.
pweapon->GetSprite()->m_sInFlags |= CSprite::InHidden;
pweapon->SetRangeToTarget(rspSqrt(SQDistanceToDude()));
}
m_panimCur = &m_animShoot;
m_lAnimTime = 0;
SelectDude();
m_dShootAngle = m_dAnimRot = m_dRot = FindDirection();
m_state = State_Shoot;
m_eNextState = State_HuntHold;
m_lTimer = lThisTime + m_lGuardTimeout;
}
}
}
// Check to see if the dude is nearby and you should shoot at him.
}
}
////////////////////////////////////////////////////////////////////////////////
// Logic_HuntNext - going to next bouy in network en route to final destination
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Logic_MoveNext(void)
{
int32_t lThisTime = m_pRealm->m_time.GetGameTime();
int32_t lElapsedTime = lThisTime - m_lPrevTime;
double dSeconds = lElapsedTime / 1000.0;
double dStartX = m_dX;
double dStartZ = m_dZ;
if (!ReevaluateState())
{
// Make sure its using the correct animation
if (m_state == State_MarchNext || m_state == State_WalkNext)
{
if (m_panimCur != &m_animWalk)
{
m_panimCur = &m_animWalk;
m_lAnimTime = 0;
}
else
m_lAnimTime += lElapsedTime;
// Cheat and make him walk slower by continuously
// resetting the velocity.
m_dVel = ms_dMarchVelocity;
}
// Normally use run
else
{
if (m_panimCur != &m_animRun)
{
m_panimCur = &m_animRun;
m_lAnimTime = 0;
}
else
m_lAnimTime += lElapsedTime;
}
AlignToBouy();
m_dAcc = ms_dAccUser;
DeluxeUpdatePosVel(dSeconds);
// If not moving when you are trying to, rotate
if (m_dX == dStartX && m_dZ == dStartZ)
{
if (m_sRotateDir)
m_dAnimRot = m_dRot = rspMod360(m_dRot + 20);
else
m_dAnimRot = m_dRot = rspMod360(m_dRot - 20);
// Reset alignment timer so he doesn't reseek the bouy direction immediately
m_lAlignTimer = lThisTime + ms_lDefaultAlignTime;
// Set a flag indicating that you were stuck, so we know what bouy to look
// for once you get free
m_bRecentlyStuck = true;
}
else
{
m_sRotateDir = GetRandom() % 2;
}
// See if we are at the next bouy yet
double dX = m_dX - (double) m_sNextX;
double dZ = m_dZ - (double) m_sNextZ;
double dsq = (dX * dX) + (dZ * dZ);
if (dsq < 5*5) // Was 10*10 for a long time, trying smaller to see if it keeps guys from getting stuck
{
uint8_t ucNext = m_pNextBouy->NextRouteNode(m_ucDestBouyID);
if (ucNext == 0 || ucNext == 255) // you are here or you are lost
{
m_state = m_eDestinationState;
switch (m_state)
{
case State_Engage:
m_eCurrentAction = Action_Engage;
break;
case State_Guard:
m_eCurrentAction = Action_Guard;
break;
case State_March:
m_eCurrentAction = Action_March;
break;
case State_Walk:
m_eCurrentAction = Action_Walk;
break;
}
}
else
{
// If the reseek timer has expired, find the Dude bouy
// again since he may have moved
if (lThisTime > m_lTimer || ucNext == 255)
{
if (m_state == State_HuntNext)
m_state = State_Hunt;
else
m_lTimer = lThisTime + ms_lReseekTime;
}
else
{
m_ucNextBouyID = ucNext;
m_pNextBouy = m_pNavNet->GetBouy(ucNext);
m_sNextX = m_pNextBouy->GetX();
m_sNextZ = m_pNextBouy->GetZ();
}
}
}
}
// Check for fire in your path so you don't keep moving
AvoidFire();
}
////////////////////////////////////////////////////////////////////////////////
// Logic_PositionSet - Get yourself set up to get into range for shooting
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Logic_PositionSet(void)
{
if (!ReevaluateState())
{
int32_t lThisTime = m_pRealm->m_time.GetGameTime();
int16_t sVarRot = GetRandom() % 40;
double dTargetDist = SQDistanceToDude();
double dTestAngle;
double dAngleTurn;
// If he is out of range now, reset desired range to the middle value.
if (dTargetDist < ms_dMinFightDistanceSQ || dTargetDist > ms_dMaxFightDistanceSQ)
dTargetDist = ms_dMedFightDistanceSQ;
bool bFoundDirection = false;
int16_t sAttempts = 0;
while (!bFoundDirection && sAttempts < 8)
{
switch (sAttempts)
{
case 0:
if (sVarRot & 0x01)
dTestAngle = rspMod360(m_dRot + 40 + sVarRot);
else
dTestAngle = rspMod360(m_dRot - 40 - sVarRot);
dAngleTurn = 40 + sVarRot;
break;
case 1:
if (sVarRot & 0x01)
dTestAngle = rspMod360(m_dRot - 40 - sVarRot);
else
dTestAngle = rspMod360(m_dRot + 40 + sVarRot);
// Same dAngleTurn as last time
break;
case 2:
if (sVarRot & 0x01)
dTestAngle = rspMod360(m_dRot + 20 + sVarRot);
else
dTestAngle = rspMod360(m_dRot - 20 - sVarRot);
dAngleTurn = 20 + sVarRot;
break;
case 3:
if (sVarRot & 0x01)
dTestAngle = rspMod360(m_dRot - 20 - sVarRot);
else
dTestAngle = rspMod360(m_dRot + 20 + sVarRot);
// Same dAngleTurn as last time
break;
case 4:
dTestAngle = rspMod360(m_dRot + 95);
break;
case 5:
dTestAngle = rspMod360(m_dRot - 95);
break;
case 6:
dTestAngle = m_dRot;
break;
case 7:
dTestAngle = rspMod360(m_dRot + 180);
break;
}
if (CDoofus::TryClearDirection(&dTestAngle, 30) == true)
{
bFoundDirection = true;
if (sAttempts < 4)
{
m_sDistRemaining = 2 * 3.1415 * rspSqrt(dTargetDist) * ((180.0-(2.0*(dAngleTurn)))/360.0);
m_lTimer = lThisTime + (1000 * (m_sDistRemaining / ms_dMaxVelFore));
}
else
{
m_lTimer = 800 + GetRandom() % 400;
}
}
else
{
sAttempts++;
}
}
// If you found a clear direction, take it
if (bFoundDirection)
{
m_dAnimRot = m_dRot = dTestAngle;
// Set new animation
m_dAcc = ms_dAccUser;
m_state = State_PositionMove;
m_panimCur = &m_animRun;
m_lAnimTime = 0;
}
else
// else stay where you are.
{
m_dShootAngle = m_dAnimRot = m_dRot = FindDirection();
if (m_idDude != CIdBank::IdNil)
{
m_state = State_DelayShoot;
m_lTimer = lThisTime + ms_lDelayShootTimeout;
m_eNextState = State_PositionSet;
m_sStuckCounter++;
m_lAnimTime = 0;
if (m_sStuckCounter > ms_sStuckLimit)
{
m_sStuckCounter = 0;
m_lStuckTimeout = lThisTime + ms_lStuckRecoveryTime;
ReevaluateState();
}
}
}
}
}
////////////////////////////////////////////////////////////////////////////////
// Logic_DelayShoot - wait for timer to expire then shoot if clear
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Logic_DelayShoot(void)
{
int32_t lThisTime = m_pRealm->m_time.GetGameTime();
// See if its time to shoot yet
if (lThisTime > m_lTimer)
{
if (TryClearShot(m_dRot, 20) == true && SelectDude() == SUCCESS)
{
CWeapon* pweapon = PrepareWeapon();
if (pweapon != NULL)
{
pweapon->GetSprite()->m_sInFlags |= CSprite::InHidden;
pweapon->SetRangeToTarget(rspSqrt(SQDistanceToDude()));
}
m_panimCur = &m_animShoot;
m_lAnimTime = 0;
m_state = State_Shoot;
}
else
// Skip the shot and go back to the correct state
{
m_state = m_eNextState;
}
}
}
////////////////////////////////////////////////////////////////////////////////
// Logic_PositionMove - Move into position then shoot
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Logic_PositionMove(void)
{
int32_t lThisTime = m_pRealm->m_time.GetGameTime();
int32_t lTimeDifference = lThisTime - m_lPrevTime;
double dSeconds = lTimeDifference / 1000.0;
if (lThisTime > m_lTimer)
{
m_dShootAngle = m_dAnimRot = m_dRot = FindDirection();
// Check for clear shot before shooting. If not clear, go back to moving
if (CDoofus::TryClearShot(m_dRot, 20) == true && SelectDude() == SUCCESS)
{
CWeapon* pweapon = PrepareWeapon();
if (pweapon != NULL)
{
// Keep it hidden, for now.
pweapon->GetSprite()->m_sInFlags |= CSprite::InHidden;
pweapon->SetRangeToTarget(rspSqrt(SQDistanceToDude()));
}
m_state = State_Shoot;
m_eNextState = State_PositionSet;
m_panimCur = &m_animShoot;
m_lAnimTime = 0;
}
// If path is blocked, go on the move again and don't shoot
else
{
m_state = State_PositionSet;
}
}
else
{
double dLastPosX = m_dX;
double dLastPosZ = m_dZ;
DeluxeUpdatePosVel(dSeconds);
m_lAnimTime += lTimeDifference;
// If not moving when intending to, rotate one way or the other
// to try to avoid the obstacle
if (m_dVel != 0.0 && dLastPosX == m_dX && dLastPosZ == m_dZ)
{
if (((int16_t) m_dRot) & 0x01)
m_dAnimRot = m_dRot = rspMod360(m_dRot + 20);
else
m_dAnimRot = m_dRot = rspMod360(m_dRot - 20);
}
// Avoid fire in your path
AvoidFire();
}
}
////////////////////////////////////////////////////////////////////////////////
// Logic_Engage - engage the Dude and start fighting at close range
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Logic_Engage(void)
{
m_dShootAngle = m_dAnimRot = m_dRot = FindDirection();
m_state = State_PositionSet;
m_sStuckCounter = 0;
}
////////////////////////////////////////////////////////////////////////////////
// Logic_BeSafe - Stay behind the SafeSpot bouy if the Dude is facing you
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Logic_BeSafe(void)
{
}
////////////////////////////////////////////////////////////////////////////////
// Logic_Firefight - Shoot and move
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Logic_Firefight(void)
{
}
////////////////////////////////////////////////////////////////////////////////
// Logic_PylonDetect - If you detect that a pylon is near, find out what kind
// it is and decide if you will use it based on the
// suggested action. This function is only called when
// the suggested action requires the use of a pylon.
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Logic_PylonDetect(void)
{
CSmash* pSmashPylon;
CPylon* pPylon = NULL;
double dSmashedX = 0.0;
double dSmashedZ = 0.0;
m_bPylonSafeAvailable = false;
m_bPylonPopoutAvailable = false;
m_bPylonRunShootAvailable = false;
// Update the detection smash.
m_smashDetect.m_sphere.sphere.X = m_dX;
m_smashDetect.m_sphere.sphere.Y = m_dY;
m_smashDetect.m_sphere.sphere.Z = m_dZ;
// For now when we detect a pylon we are assuming that this
// character should use that logic. Later we will have to
// decide based on the personality numbers and current state.
if (m_pRealm->m_smashatorium.QuickCheckClosest(&m_smashDetect,
CSmash::Pylon,
0,
0,
&pSmashPylon))
{
ASSERT(pSmashPylon);
pPylon = (CPylon*) pSmashPylon->m_pThing;
ASSERT(pPylon);
if (pSmashPylon->m_pThing != this)
{
dSmashedX = pSmashPylon->m_sphere.sphere.X;
dSmashedZ = pSmashPylon->m_sphere.sphere.Z;
// Check IsPathClear to that thing
if (m_pRealm->IsPathClear( // Returns true, if the entire path is clear.
// Returns false, if only a portion of the path is clear.
// (see *psX, *psY, *psZ).
(int16_t) m_dX, // In: Starting X.
(int16_t) m_dY, // In: Starting Y.
(int16_t) m_dZ, // In: Starting Z.
3.0, // In: Rate at which to scan ('crawl') path in pixels per
// iteration.
// NOTE: Values less than 1.0 are inefficient.
// NOTE: We scan terrain using GetHeight()
// at only one pixel.
// NOTE: We could change this to a speed in pixels per second
// where we'd assume a certain frame rate.
(int16_t) dSmashedX, // In: Destination X.
(int16_t) dSmashedZ, // In: Destination Z.
0, // In: Max traverser can step up.
NULL, // Out: If not NULL, last clear point on path.
NULL, // Out: If not NULL, last clear point on path.
NULL, // Out: If not NULL, last clear point on path.
true) ) // In: If true, will consider the edge of the realm a path
// inhibitor. If false, reaching the edge of the realm
// indicates a clear path.
{
switch (pPylon->m_msg.msg_Generic.eType)
{
case typeSafeSpot:
m_bPylonSafeAvailable = true;
m_pPylonStart = pPylon;
break;
case typePopout:
m_bPylonPopoutAvailable = true;
m_pPylonStart = pPylon;
break;
case typeShootCycle:
m_bPylonRunShootAvailable = true;
m_pPylonStart = pPylon;
break;
default:
break;
}
}
}
}
else
{
// If no pylons were nearby where he started, and he was just idle,
// then set him up as a stationary guard for now.
if (m_state == State_Idle || m_state == State_Wait)
{
// See if there are bouys, if there aren't any, then stay in Guard mode
if (m_pNavNet->GetNumNodes() > 1)
{
m_state = State_Hunt;
m_eCurrentAction = Action_Advance;
}
else
{
m_state = State_Guard;
m_eCurrentAction = Action_Guard;
}
}
}
}
////////////////////////////////////////////////////////////////////////////////
// Logic_HideBegin - Go to the hiding pylon and then wait once you get there
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Logic_HideBegin(void)
{
int32_t lThisTime = m_pRealm->m_time.GetGameTime();
// If we'renot using the run animation yet then switch to it
if (m_panimCur != &m_animRun)
{
m_panimCur = &m_animRun;
m_lAnimTime = 0;
}
else
m_lAnimTime += lThisTime - m_lPrevTime;
// Set angle to pylon.
m_dAnimRot = m_dRot = FindAngleTo(m_sNextX, m_sNextZ);
m_dAcc = ms_dAccUser;
int32_t lElapsedTime = m_pRealm->m_time.GetGameTime() - m_lPrevTime;
double dSeconds = lElapsedTime / 1000.0;
DeluxeUpdatePosVel(dSeconds);
// if close to pylon, go to next state
// for now just check the square distance, but later, probably use
// QuickCheckCloses in smash to see if you are there yet.
double dX = m_dX - (double) m_sNextX;
double dZ = m_dZ - (double) m_sNextZ;
double dsq = (dX * dX) + (dZ * dZ);
if (dsq < 300)
{
m_state = State_Hide;
}
// Check for fire in your path
AvoidFire();
}
////////////////////////////////////////////////////////////////////////////////
// Logic_Hide - Wait here and hope nobody sees you and blows you away.
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Logic_Hide(void)
{
ReevaluateState();
}
////////////////////////////////////////////////////////////////////////////////
// Logic_PopBegin - Once you have detected a nearby Pylon, begin the popout
// phase here by going to that pylon.
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Logic_PopBegin(void)
{
int32_t lThisTime = m_pRealm->m_time.GetGameTime();
double dStartX = m_dX;
double dStartZ = m_dZ;
// If we're not using the run animation yet then switch to it
if (m_panimCur != &m_animRun)
{
m_panimCur = &m_animRun;
m_lAnimTime = 0;
}
else
m_lAnimTime += lThisTime - m_lPrevTime;
m_eCurrentAction = Action_Popout;
// Set angle to pylon.
if (lThisTime > m_lAlignTimer)
{
m_dAnimRot = m_dRot = FindAngleTo(m_sNextX, m_sNextZ);
m_lAlignTimer = lThisTime + 100;
m_sRotateDir = GetRandom() % 2;
}
m_dAcc = ms_dAccUser;
int32_t lElapsedTime = m_pRealm->m_time.GetGameTime() - m_lPrevTime;
double dSeconds = lElapsedTime / 1000.0;
DeluxeUpdatePosVel(dSeconds);
// Check for fire in your path
AvoidFire();
// If not moving when meaning to, rotate to avoid obstacle
if (m_dX == dStartX && m_dZ == dStartZ)
{
if (m_sRotateDir)
m_dAnimRot = m_dRot = rspMod360(m_dRot + 20);
else
m_dAnimRot = m_dRot = rspMod360(m_dRot - 20);
m_lAlignTimer = lThisTime + 100;
}
// if close to pylon, go to next state
// for now just check the square distance, but later, probably use
// QuickCheckCloses in smash to see if you are there yet.
double dX = m_dX - (double) m_sNextX;
double dZ = m_dZ - (double) m_sNextZ;
double dsq = (dX * dX) + (dZ * dZ);
if (dsq < 300)
{
m_state = State_PopWait;
}
}
////////////////////////////////////////////////////////////////////////////////
// Logic_PopWait - Wait at covered pylon until a CDude steps on the trigger
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Logic_PopWait(void)
{
// If the stand animation is not being used yet then switch to it.
// if (m_panimCur != &m_animStand)
// {
// m_panimCur = &m_animStand;
// m_lAnimTime = 0;
// }
RunIdleAnimation();
if (!ReevaluateState())
{
m_eCurrentAction = Action_Popout;
if (m_pRealm->m_time.GetGameTime() > m_lTimer && m_pPylonStart->Triggered())
{
// Set next pylon to go to
m_sNextX = m_pPylonEnd->GetX();
m_sNextZ = m_pPylonEnd->GetZ();
m_state = State_Popout;
m_panimCur = &m_animRun;
m_lAnimTime = 0;
}
}
else
{
m_pPylonStart = NULL;
}
}
////////////////////////////////////////////////////////////////////////////////
// Logic_Popout - When at a popout bouy, if the guy is close, popout, shoot,
// and duck back behind the bouy. If he is not in range, stay
// behind the bouy and wait for some amount of time. Reevaluate
// logic choice based on enemy attributes.
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Logic_Popout(void)
{
int32_t lThisTime = m_pRealm->m_time.GetGameTime();
int32_t lElapsedTime = lThisTime - m_lPrevTime;
double dSeconds = lElapsedTime / 1000.0;
m_lAnimTime += lElapsedTime;
m_eCurrentAction = Action_Popout;
// Go to next pylon
m_dAnimRot = m_dRot = FindAngleTo(m_sNextX, m_sNextZ);
m_dAcc = ms_dAccUser;
DeluxeUpdatePosVel(dSeconds);
// Check for fire in your path
AvoidFire();
// If you are at the pylon, then go to the next state
// if close to pylon, go to next state
// for now just check the square distance, but later, probably use
// QuickCheckCloses in smash to see if you are there yet.
double dX = m_dX - (double) m_sNextX;
double dZ = m_dZ - (double) m_sNextZ;
double dsq;
dsq = (dX * dX) + (dZ * dZ);
if (dsq < 300)
{
m_state = State_Shoot;
// After shooting, go back to beginning
m_eNextState = State_PopBegin;
m_lTimer = lThisTime + 2000 + GetRandom() % 2000;
m_sNextX = m_pPylonStart->GetX();
m_sNextZ = m_pPylonStart->GetZ();
CWeapon* pweapon = PrepareWeapon();
if (pweapon != NULL)
{
// Keep it hidden, for now.
pweapon->GetSprite()->m_sInFlags |= CSprite::InHidden;
}
m_panimCur = &m_animShoot;
m_lAnimTime = 0;
SelectDude();
m_dShootAngle = m_dAnimRot = m_dRot = FindDirection();
}
}
////////////////////////////////////////////////////////////////////////////////
// Logic_Shoot - run the animation to the proper time and then shoot the weapon
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Logic_Shoot(void)
{
int32_t lThisTime = m_pRealm->m_time.GetGameTime();
int32_t lTimeDifference = lThisTime - m_lPrevTime;
// Switch behavior on weapon type.
switch (m_eWeaponType)
{
case CThing::CFirestreamID:
// If out of fire streams . . .
if (m_u16IdWeapon == CIdBank::IdNil)
{
// Must prepare more fire.
if (PrepareWeapon() == NULL)
break;
}
// Intentional fall through.
case CThing::CShotGunID:
case CThing::CMachineGunID:
case CThing::CPistolID:
case CThing::CAssaultWeaponID:
case CThing::CDoubleBarrelID:
case CUziID:
case CAutoRifleID:
case CSmallPistolID:
{
// Get event.
U8 u8Event = *( (U8*)(m_panimCur->m_pevent->GetAtTime(m_lAnimTime) ) );
// We don't care about show point for these non-object weapon types.
// If it's time to fire the weapon . . .
if (u8Event > 0 && lThisTime > m_lShootTimer)
{
// Fire!
ShootWeapon();
switch (m_eWeaponType)
{
case CThing::CShotGunID:
case CThing::CDoubleBarrelID:
m_lShootTimer = lThisTime + 2000;
break;
case CUziID:
case CAutoRifleID:
case CThing::CMachineGunID:
case CThing::CAssaultWeaponID:
case CThing::CFirestreamID:
m_lShootTimer = lThisTime + 100;
break;
case CSmallPistolID:
case CThing::CPistolID:
m_lShootTimer = lThisTime + 300;
break;
}
}
break;
}
// This is the "I don't have a weapon" case (i.e., NoWeapon).
case TotalIDs:
break;
default:
if (m_u16IdWeapon != CIdBank::IdNil)
{
if (WhileHoldingWeapon(ms_u32CollideBitsInclude, ms_u32CollideBitsDontcare, ms_u32CollideBitsExclude) == true)
{
// Note we are done with the child. Now we're just finishing the anim.
ASSERT(m_u16IdWeapon == CIdBank::IdNil);
}
}
break;
}
// See if we are at the end of the animation or we have no weapon . . .
if (m_lAnimTime > m_panimCur->m_psops->TotalTime() || m_eWeaponType == TotalIDs)
{
m_state = m_eNextState;
}
// Else advance the animation timer
else
{
m_lAnimTime += lTimeDifference;
}
}
////////////////////////////////////////////////////////////////////////////////
// Logic_ShootRun - Shoot while running - use the Shoot logic to control
// the firing of the shot and the animation, and just add on
// the motion update
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Logic_ShootRun(void)
{
double dSeconds = (m_pRealm->m_time.GetGameTime() - m_lPrevTime) / 1000.0;
Logic_Shoot();
DeluxeUpdatePosVel(dSeconds);
// Check for fire in your path
AvoidFire();
}
////////////////////////////////////////////////////////////////////////////////
// Logic_RunShootBegin - Set up the destination pylon and shooting interval
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Logic_RunShootBegin(void)
{
int32_t lThisTime = m_pRealm->m_time.GetGameTime();
int32_t lElapsedTime = lThisTime - m_lPrevTime;
double dStartX = m_dX;
double dStartZ = m_dZ;
// If we're not using the run animation yet, then switch to it
if (m_panimCur != &m_animRun)
{
m_panimCur = &m_animRun;
m_lAnimTime = 0;
}
else
m_lAnimTime += lElapsedTime;
// Set angle to pylon.
if (lThisTime > m_lAlignTimer)
{
m_dAnimRot = m_dRot = FindAngleTo(m_sNextX, m_sNextZ);
m_lAlignTimer = lThisTime + 100;
m_sRotateDir = GetRandom() % 2;
}
m_dAcc = ms_dAccUser;
double dSeconds = lElapsedTime / 1000.0;
DeluxeUpdatePosVel(dSeconds);
// Check for fire in your path
AvoidFire();
// If not moving when you meant to, start to rotate to avoid obstacles
if (m_dX == dStartX && m_dZ == dStartZ)
{
if (m_sRotateDir)
m_dAnimRot = m_dRot = rspMod360(m_dRot + 20);
else
m_dAnimRot = m_dRot = rspMod360(m_dRot - 20);
m_lAlignTimer = lThisTime + 100;
}
// If close to pylon, go to nex state
double dX = m_dX - (double) m_sNextX;
double dZ = m_dZ - (double) m_sNextZ;
double dsq = (dX * dX) + (dZ * dZ);
if (dsq < 300)
{
// Find position of destinaiton pylon
m_sNextX = m_pPylonEnd->GetX();
m_sNextZ = m_pPylonEnd->GetZ();
m_dAnimRot = m_dRot = FindAngleTo(m_sNextX, m_sNextZ);
m_lTimer = lThisTime + m_lRunShootInterval;
// m_state = State_RunShoot;
m_state = State_RunShootWait;
}
}
////////////////////////////////////////////////////////////////////////////////
// Logic_RunShoot - Run and Shoot logic. When near a ShootCycle bouy, hide,
// run out and shoot at a Dude, run towards other bouy, stop
// and shoot again, then duck behind the second bouy. Repeat
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Logic_RunShoot(void)
{
int32_t lThisTime = m_pRealm->m_time.GetGameTime();
int32_t lElapsedTime = lThisTime - m_lPrevTime;
// If its not using the run animation, then switch to it
if (m_panimCur != &m_animRun)
{
m_panimCur = &m_animRun;
// m_lAnimTime = 0;
m_dAnimRot = m_dRot;
}
if (!ReevaluateState())
{
// Advance the run animation
m_lAnimTime += lElapsedTime;
// If its time to shoot then do it.
if (lThisTime > m_lTimer)
{
m_state = State_ShootRun;
// After shooting, go back to beginning
m_eNextState = State_RunShoot;
CWeapon* pweapon = PrepareWeapon();
if (pweapon != NULL)
{
// Keep it hidden, for now.
pweapon->GetSprite()->m_sInFlags |= CSprite::InHidden;
}
SelectDude();
int16_t sTargetAngle = FindDirection();
m_dShootAngle = sTargetAngle;
int16_t sAngleCCL = rspMod360(sTargetAngle - m_dRot);
int16_t sAngleCL = rspMod360((360 - sTargetAngle) + m_dRot);
int16_t sAngleDistance = MIN(sAngleCCL, sAngleCL);
if (sAngleCCL < sAngleCL)
// Rotate Counter Clockwise - Use left animations
{
if (sAngleDistance > 150)
{
m_panimCur = &m_animShootRunBack;
m_dAnimRot = rspMod360(m_dRot + (sAngleDistance - 180));
}
else
{
if (sAngleDistance > 68)
{
m_panimCur = &m_animShootRunL1;
m_dAnimRot = rspMod360(m_dRot + (sAngleDistance - 90));
}
else
{
if (sAngleDistance > 23)
{
m_panimCur = &m_animShootRunL0;
m_dAnimRot = rspMod360(m_dRot + (sAngleDistance - 45));
}
else
{
m_panimCur = &m_animShootRun;
m_dAnimRot = rspMod360(m_dRot + sAngleDistance);
}
}
}
}
else
// Rotate Clockwise - Use right animations
{
if (sAngleDistance > 150)
{
m_panimCur = &m_animShootRunBack;
m_dAnimRot = rspMod360(m_dRot - (sAngleDistance - 180));
}
else
{
if (sAngleDistance > 68)
{
m_panimCur = &m_animShootRunR1;
m_dAnimRot = rspMod360(m_dRot - (sAngleDistance - 90));
}
else
{
if (sAngleDistance > 23)
{
m_panimCur = &m_animShootRunR0;
m_dAnimRot = rspMod360(m_dRot - (sAngleDistance - 45));
}
else
{
m_panimCur = &m_animShootRun;
m_dAnimRot = rspMod360(m_dRot - sAngleDistance);
}
}
}
}
m_lTimer = lThisTime + m_lRunShootInterval;
m_lAnimTime = 0;
}
else
{
// Set angle to pylon.
m_dAnimRot = m_dRot = FindAngleTo(m_sNextX, m_sNextZ);
m_dAcc = ms_dAccUser;
double dSeconds = lElapsedTime / 1000.0;
DeluxeUpdatePosVel(dSeconds);
// Check for fire in your path
AvoidFire();
// if close to pylon, go to next state
// for now just check the square distance, but later, probably use
// QuickCheckCloses in smash to see if you are there yet.
double dX = m_dX - (double) m_sNextX;
double dZ = m_dZ - (double) m_sNextZ;
double dsq = (dX * dX) + (dZ * dZ);
if (dsq < 300)
{
m_state = State_RunShootWait;
m_lTimer = lThisTime + m_lGuardTimeout;
// Make him face the other way.
m_dAnimRot = m_dRot = FindAngleTo(m_pPylonEnd->GetX(), m_pPylonEnd->GetZ());
}
}
}
else
{
m_pPylonStart = NULL;
}
}
////////////////////////////////////////////////////////////////////////////////
// Logic_RunShootWait - Wait at the endpoint before going again.
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Logic_RunShootWait(void)
{
int32_t lThisTime = m_pRealm->m_time.GetGameTime();
RunIdleAnimation();
// If the waiting is over and its triggered
if (lThisTime > m_lTimer && m_pPylonStart->Triggered())
{
CPylon* pPylonTemp = m_pPylonStart;
m_pPylonStart = m_pPylonEnd;
m_pPylonEnd = pPylonTemp;
m_state = State_RunShoot;
m_sNextX = m_pPylonStart->GetX();
m_sNextZ = m_pPylonStart->GetZ();
m_dVel = 0.0;
}
}
////////////////////////////////////////////////////////////////////////////////
// Logic_Retreat - Once you are low on health, you may choose this logic to
// run away from the Dude, taking shelter wherever you can.
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Logic_Retreat(void)
{
// Get your closest bouy, pick a random destination bouy, then
// start traversing 3 away from your current one and set that
// as the destination bouy, then switch to State_MoveNext
m_eDestinationState = State_Guard;
m_ucDestBouyID = SelectRandomBouy();
m_ucNextBouyID = m_pNavNet->FindNearestBouy(m_dX, m_dZ);
if (m_ucNextBouyID > 0)
{
m_pNextBouy = m_pNavNet->GetBouy(m_ucNextBouyID);
if (m_pNextBouy != NULL)
{
m_sNextX = m_pNextBouy->GetX();
m_sNextZ = m_pNextBouy->GetZ();
m_state = State_MoveNext;
m_eCurrentAction = Action_Retreat;
}
else
{
// Couldn't find bouy so stay engaged
m_state = State_Engage;
m_eCurrentAction = Action_Engage;
}
}
else
{
// Couldn't find a bouy so just stay in engage.
m_state = State_Engage;
m_eCurrentAction = Action_Engage;
}
}
////////////////////////////////////////////////////////////////////////////////
// Logic_PanicBegin - Pick a random bouy to run to and set animation
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Logic_PanicBegin(void)
{
// See if dude is still alive
SelectDude();
// Switch to correct animation if not already.
if (m_panimCur != &m_animRun)
{
m_panimCur = &m_animRun;
m_lAnimTime = 0;
}
m_eDestinationState = State_PanicContinue;
m_bPanic = true;
m_ucDestBouyID = SelectRandomBouy();
m_ucNextBouyID = m_pNavNet->FindNearestBouy(m_dX, m_dZ);
if (m_ucNextBouyID > 0)
{
m_pNextBouy = m_pNavNet->GetBouy(m_ucNextBouyID);
if (m_pNextBouy != NULL)
{
m_sNextX = m_pNextBouy->GetX();
m_sNextZ = m_pNextBouy->GetZ();
m_state = State_MoveNext;
}
else
{
// Couldn't find bouy so stay engaged
m_state = State_PanicBegin;
}
}
else
{
// Couldn't find a bouy so just stay in engage.
m_state = State_PanicBegin;
}
}
////////////////////////////////////////////////////////////////////////////////
// Logic_PanicContinue - End of panic state - pick another bouy
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Logic_PanicContinue(void)
{
m_state = State_PanicBegin;
}
////////////////////////////////////////////////////////////////////////////////
// Logic_MarchBegin - Pick an endpoint and march to it.
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Logic_MarchBegin(void)
{
// See if Dude is still alive
SelectDude();
// Switch to correct animation if not already.
if (m_panimCur != &m_animWalk)
{
m_panimCur = &m_animWalk;
m_lAnimTime = 0;
}
m_eDestinationState = State_March;
m_eCurrentAction = Action_March;
// Pick an endpoint that we are not already at.
if (m_ucDestBouyID == m_ucSpecialBouy0ID)
m_ucDestBouyID = m_ucSpecialBouy1ID;
else
m_ucDestBouyID = m_ucSpecialBouy0ID;
m_ucNextBouyID = m_pNavNet->FindNearestBouy(m_dX, m_dZ);
if (m_ucNextBouyID > 0)
{
m_pNextBouy = m_pNavNet->GetBouy(m_ucNextBouyID);
if (m_pNextBouy != NULL)
{
m_sNextX = m_pNextBouy->GetX();
m_sNextZ = m_pNextBouy->GetZ();
m_state = State_MarchNext;
}
// Couldn't find a bouy - try guard mode
else
{
m_state = State_Guard;
m_eCurrentAction = Action_Guard;
}
}
// Couldn't find a bouy - try guard mode
else
{
m_state = State_Guard;
m_eCurrentAction = Action_Guard;
}
}
////////////////////////////////////////////////////////////////////////////////
// Logic_WalkBegin - Pick a random bouy to run to and set animation
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Logic_WalkBegin(void)
{
// See if dude is still alive
SelectDude();
m_eDestinationState = State_WalkContinue;
m_ucDestBouyID = SelectRandomBouy();
m_ucNextBouyID = m_pNavNet->FindNearestBouy(m_dX, m_dZ);
if (m_ucNextBouyID > 0)
{
m_pNextBouy = m_pNavNet->GetBouy(m_ucNextBouyID);
if (m_pNextBouy != NULL)
{
m_sNextX = m_pNextBouy->GetX();
m_sNextZ = m_pNextBouy->GetZ();
m_state = State_WalkNext;
}
else
{
// Couldn't find bouy so stay engaged
m_state = State_Walk;
}
}
else
{
// Couldn't find a bouy so just stay in engage.
m_state = State_Walk;
}
}
////////////////////////////////////////////////////////////////////////////////
// Logic_WalkContinue - End of walk state - pick another bouy
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Logic_WalkContinue(void)
{
m_state = State_WalkBegin;
}
////////////////////////////////////////////////////////////////////////////////
// Logic_Helping - Help out your buddies without moving around and screwing
// up your positioning
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Logic_Helping(void)
{
int32_t lThisTime = m_pRealm->m_time.GetGameTime();
if (lThisTime > m_lTimer)
{
m_eCurrentAction = Action_Help;
m_lTimer = lThisTime + ms_lHelpingTimeout;
if (SelectDude() == SUCCESS && SQDistanceToDude() <= ms_lYellRadius)
{
if (CDoofus::TryClearShot(m_dRot, 20) == true)
{
CWeapon* pweapon = PrepareWeapon();
if (pweapon != NULL)
{
// Keep it hidden, for now.
pweapon->GetSprite()->m_sInFlags |= CSprite::InHidden;
pweapon->SetRangeToTarget(rspSqrt(SQDistanceToDude()));
}
m_panimCur = &m_animShoot;
m_lAnimTime = 0;
SelectDude();
m_dShootAngle = m_dAnimRot = m_dRot = FindDirection();
m_state = State_Shoot;
m_eNextState = State_Helping;
m_lTimer = lThisTime + ms_lHelpingTimeout;
}
else
{
m_lTimer = lThisTime + ms_lHelpingTimeout;
}
}
}
else
ReevaluateState();
}
////////////////////////////////////////////////////////////////////////////////
// Logic_AvoidFire - Wait for fire danger to pass before going back to your
// previous state. This state is set by AvoidFire function
// when there is a fire in your path.
////////////////////////////////////////////////////////////////////////////////
void CDoofus::Logic_AvoidFire(void)
{
if (AvoidFire())
{
// Check for a different state
ReevaluateState();
}
else
// Go back to your previous state
{
m_state = m_ePreviousState;
m_panimCur = m_panimPrev;
}
}
////////////////////////////////////////////////////////////////////////////////
// AvoidFire - checks for fire in your path, returns true if there is a fire
// danger. If you are not already in the fire avoidance state,
// it will save your previous state info and change your state.
////////////////////////////////////////////////////////////////////////////////
bool CDoofus::AvoidFire(void)
{
bool bFireDanger = false;
CSmash* pSmashed = NULL;
// Change this to quick check closest
if (m_pRealm->m_smashatorium.QuickCheck(&m_smashAvoid,
CSmash::Fire,
CSmash::Good | CSmash::Bad,
0,
&pSmashed))
{
bFireDanger = true;
// If its not already avoiding fire, switch to this safe state
// and save the previous state
if (m_state != State_AvoidFire)
{
m_ePreviousState = m_state;
m_panimPrev = m_panimCur;
m_state = State_AvoidFire;
m_panimCur = &m_animStand;
}
}
return bFireDanger;
}
////////////////////////////////////////////////////////////////////////////////
// YellForHelp - Call this when you get shot and it will alert other enemies in
// the area within line of sight that you are in trouble. Then
// they can choose to react.
////////////////////////////////////////////////////////////////////////////////
void CDoofus::YellForHelp(void)
{
CSmash* pSmashed = NULL;
CSmash smashYell;
double dSmashedX;
double dSmashedZ;
GameMessage msg;
msg.msg_Help.eType = typeHelp;
msg.msg_Help.sPriority = 0;
// Set up the yell smash
smashYell.m_sphere.sphere.X = m_dX;
smashYell.m_sphere.sphere.Y = m_dY;
smashYell.m_sphere.sphere.Z = m_dZ;
smashYell.m_sphere.sphere.lRadius = ms_lYellRadius;
smashYell.m_bits = 0;
smashYell.m_pThing = this;
m_pRealm->m_smashatorium.QuickCheckReset(&smashYell,
CSmash::Character | CSmash::Bad,
0,
CSmash::Good);
while (m_pRealm->m_smashatorium.QuickCheckNext(&pSmashed))
{
ASSERT(pSmashed->m_pThing);
if (pSmashed->m_pThing != this)
{
dSmashedX = pSmashed->m_sphere.sphere.X;
dSmashedZ = pSmashed->m_sphere.sphere.Z;
// Check IsPathClear to that thing
if (m_pRealm->IsPathClear( // Returns true, if the entire path is clear.
// Returns false, if only a portion of the path is clear.
// (see *psX, *psY, *psZ).
(int16_t) m_dX, // In: Starting X.
(int16_t) m_dY, // In: Starting Y.
(int16_t) m_dZ, // In: Starting Z.
3.0, // In: Rate at which to scan ('crawl') path in pixels per
// iteration.
// NOTE: Values less than 1.0 are inefficient.
// NOTE: We scan terrain using GetHeight()
// at only one pixel.
// NOTE: We could change this to a speed in pixels per second
// where we'd assume a certain frame rate.
(int16_t) dSmashedX, // In: Destination X.
(int16_t) dSmashedZ, // In: Destination Z.
0, // In: Max traverser can step up.
NULL, // Out: If not NULL, last clear point on path.
NULL, // Out: If not NULL, last clear point on path.
NULL, // Out: If not NULL, last clear point on path.
true) ) // In: If true, will consider the edge of the realm a path
// inhibitor. If false, reaching the edge of the realm
// indicates a clear path.
{
SendThingMessage(&msg, pSmashed->m_pThing);
}
}
}
}
////////////////////////////////////////////////////////////////////////////////
// ReevaluateState - Based on parameters, some randomness, current state etc,
// come up with a new state.
//
// Returns true if the state changed
////////////////////////////////////////////////////////////////////////////////
bool CDoofus::ReevaluateState(void)
{
bool bChanged = false;
// If its not already doing the suggested Action, then attempt to switch to it.
// and if its not in one of the final death states
if (m_eSuggestedAction != m_eCurrentAction &&
m_state != State_Burning &&
m_state != State_BlownUp &&
m_state != State_Die &&
m_state != State_Dead &&
m_state != State_Writhing)
{
switch (m_eSuggestedAction)
{
case Action_Guard:
if (m_panimCur != &m_animStand &&
m_panimCur != &m_animCrouch &&
m_panimCur != &m_animSearch)
{
m_panimCur = &m_animStand;
m_lAnimTime = 0;
}
m_state = State_Guard;
m_eCurrentAction = Action_Guard;
bChanged = true;
break;
case Action_Advance:
if (m_eCurrentAction != Action_AdvanceHold)
{
m_state = State_Hunt;
m_eCurrentAction = Action_Advance;
bChanged = true;
}
break;
case Action_Retreat:
m_state = State_Retreat;
m_eCurrentAction = Action_Retreat;
bChanged = true;
break;
case Action_Engage:
m_state = State_Engage;
m_eCurrentAction = Action_Engage;
bChanged = true;
break;
case Action_Walk:
m_state = State_WalkBegin;
m_eCurrentAction = Action_Walk;
bChanged = true;
break;
case Action_March:
m_state = State_March;
m_eCurrentAction = Action_March;
bChanged = true;
break;
case Action_Panic:
m_state = State_PanicBegin;
m_eCurrentAction = Action_Panic;
bChanged = true;
break;
case Action_Help:
m_state = State_Helping;
m_eCurrentAction = Action_Help;
bChanged = true;
// Force it to shoot right away.
m_lTimer = 0;
break;
// In these cases, if a pylon of their type is detected, it
// will switch them to the correct state, otherwise it will leave
// the action and the state unchanged.
case Action_Popout:
Logic_PylonDetect();
if (m_bPylonPopoutAvailable)
{
m_pPylonEnd = m_pPylonStart->GetPylon(m_pPylonStart->m_msg.msg_Popout.ucIDNext);
ASSERT(m_pPylonEnd != NULL);
m_sNextX = m_pPylonStart->GetX();
m_sNextZ = m_pPylonStart->GetZ();
m_state = State_PopBegin;
m_eCurrentAction = Action_Popout;
bChanged = true;
}
break;
case Action_RunShoot:
Logic_PylonDetect();
if (m_bPylonRunShootAvailable)
{
m_pPylonEnd = m_pPylonStart->GetPylon(m_pPylonStart->m_msg.msg_ShootCycle.ucIDNext);
ASSERT(m_pPylonEnd != NULL);
m_sNextX = m_pPylonStart->GetX();
m_sNextZ = m_pPylonStart->GetZ();
m_state = State_RunShootBegin;
m_eCurrentAction = Action_RunShoot;
bChanged = true;
}
break;
case Action_Hide:
Logic_PylonDetect();
if (m_bPylonSafeAvailable)
{
m_sNextX = m_pPylonStart->GetX();
m_sNextZ = m_pPylonStart->GetZ();
m_state = State_HideBegin;
m_eCurrentAction = Action_Hide;
bChanged = true;
}
break;
}
}
return bChanged;
}
////////////////////////////////////////////////////////////////////////////////
// Message handlers
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Shot Message
////////////////////////////////////////////////////////////////////////////////
void CDoofus::OnShotMsg(Shot_Message* pMessage)
{
// If he is already shot, just deduct hit points for
// the additional bullets
m_stockpile.m_sHitPoints -= pMessage->sDamage;
if (m_state != State_Burning &&
m_state != State_BlownUp &&
m_state != State_Die &&
m_state != State_Dead)
{
// Alert other in the area that you are being attacked.
YellForHelp();
// Set panic so that victims will panic after being shot
m_bPanic = true;
// If he got shot while he was writhing, then he was executed
// so switch to that animation.
if (m_state == State_Writhing)
{
m_stockpile.m_sHitPoints = 0;
m_panimCur = &m_animExecuted;
m_lAnimTime = 0;
AbortSample(m_siPlaying);
}
else
{
int32_t lThisTime = m_pRealm->m_time.GetGameTime();
if (lThisTime > m_lShotTimeout)
{
m_lShotTimeout = lThisTime + m_lShotReactionTimeout;
PlaySoundShot();
if ( m_state != State_Shot &&
m_state != State_Writhing)
{
m_ePreviousState = m_state;
m_panimPrev = m_panimCur;
m_state = State_Shot;
m_panimCur = &m_animShot;
m_lAnimTime = 0;
}
}
// Give him time to escape and move without starting the full
// shot animation again
else
{
PlaySoundShot();
}
}
}
// Let's have some blood no matter what!
CCharacter::OnShotMsg(pMessage);
}
////////////////////////////////////////////////////////////////////////////////
// Explosion message
////////////////////////////////////////////////////////////////////////////////
void CDoofus::OnExplosionMsg(Explosion_Message* pMessage)
{
if (
m_state != State_BlownUp &&
m_state != State_Die &&
m_state != State_Dead)
{
CCharacter::OnExplosionMsg(pMessage);
// PlaySample(g_smidBlownupYell);
PlaySoundBlownup();
m_ePreviousState = m_state;
m_state = State_BlownUp;
m_panimPrev = m_panimCur;
m_panimCur = &m_animDie;
m_lAnimTime = 0;
m_stockpile.m_sHitPoints = 0;
m_lTimer = m_pRealm->m_time.GetGameTime() + 6000;
GameMessage msg;
msg.msg_Explosion.eType = typeExplosion;
msg.msg_Explosion.sPriority = 0;
CThing* pDemon = m_pRealm->m_aclassHeads[CThing::CDemonID].GetNext();
if (pDemon)
SendThingMessage(&msg, pDemon);
// If he has a weapon ready, either get rid of it or shoot it off randomly
CWeapon* pweapon;
if (m_pRealm->m_idbank.GetThingByID((CThing**)&pweapon, m_u16IdWeapon) == 0)
{
// It should drop like a rock if its a throwing weapon or just delete it if it
// is a launched weapon
if (m_eWeaponType == CHeatseekerID || m_eWeaponType == CRocketID || m_eWeaponType == CNapalmID)
{
GameMessage msg;
msg.msg_ObjectDelete.eType = typeObjectDelete;
msg.msg_ObjectDelete.sPriority = 0;
SendThingMessage(&msg, pweapon);
}
else
{
pweapon->m_dHorizVel = (GetRandom() % (int16_t) CGrenade::ms_dThrowHorizVel);
m_dShootAngle = pweapon->m_dRot = GetRandom() % 360;
ShootWeapon();
}
}
}
}
////////////////////////////////////////////////////////////////////////////////
// Burning message
////////////////////////////////////////////////////////////////////////////////
void CDoofus::OnBurnMsg(Burn_Message* pMessage)
{
CCharacter::OnBurnMsg(pMessage);
m_stockpile.m_sHitPoints -= pMessage->sDamage;
if (m_state != State_Burning &&
m_state != State_BlownUp &&
m_state != State_Die &&
m_state != State_Dead)
{
PlaySoundBurning();
if (m_state == State_Writhing)
{
m_sBrightness = BURNT_BRIGHTNESS;
// May also have to create a small fire at this position
m_stockpile.m_sHitPoints = 0;
m_state = State_Dead;
}
else
{
m_ePreviousState = m_state;
m_state = State_Burning;
// If he's not on fire already, switch to on fire animation
if (m_panimCur != &m_animOnfire)
{
m_panimPrev = m_panimCur;
m_panimCur = &m_animOnfire;
m_lAnimTime = 0;
GameMessage msg;
msg.msg_Burn.eType = typeBurn;
msg.msg_Burn.sPriority = 0;
CThing* pDemon = m_pRealm->m_aclassHeads[CThing::CDemonID].GetNext();
if (pDemon)
SendThingMessage(&msg, pDemon);
}
}
// If he has a weapon ready, either get rid of it or shoot it off randomly.
CWeapon* pweapon;
if (m_pRealm->m_idbank.GetThingByID((CThing**)&pweapon, m_u16IdWeapon) == 0)
{
// It should drop like a rock if its a throwing weapon or just delete it if it
// is a launched weapon
if (m_eWeaponType == CHeatseekerID || m_eWeaponType == CRocketID || m_eWeaponType == CNapalmID)
{
GameMessage msg;
msg.msg_ObjectDelete.eType = typeObjectDelete;
msg.msg_ObjectDelete.sPriority = 0;
SendThingMessage(&msg, pweapon);
}
else
{
pweapon->m_dHorizVel = (GetRandom() % (int16_t) CGrenade::ms_dThrowHorizVel);
m_dShootAngle = pweapon->m_dRot = GetRandom() % 360;
ShootWeapon();
}
}
}
}
////////////////////////////////////////////////////////////////////////////////
// Handles an ObjectDelete_Message.
// (virtual).
////////////////////////////////////////////////////////////////////////////////
void CDoofus::OnDeleteMsg( // Returns nothing.
ObjectDelete_Message* pdeletemsg) // In: Message to handle.
{
CCharacter::OnDeleteMsg(pdeletemsg);
}
////////////////////////////////////////////////////////////////////////////////
// Handles a Help_Message
// (virtual)
////////////////////////////////////////////////////////////////////////////////
void CDoofus::OnHelpMsg( // Returns nothing
Help_Message* phelpmsg) // In: Message to handle
{
m_lLastHelpCallTime = m_pRealm->m_time.GetGameTime();
// Victium take the yell for help as a indication to panic.
m_bPanic = true;
}
////////////////////////////////////////////////////////////////////////////////
// OnDead - override of CCharacter version
////////////////////////////////////////////////////////////////////////////////
void CDoofus::OnDead(void)
{
CCharacter::OnDead();
}
////////////////////////////////////////////////////////////////////////////////
// Prepare current weapon (ammo).
// This should be done when the character starts its shoot animation.
// (virtual (overriden here) ).
////////////////////////////////////////////////////////////////////////////////
CWeapon* CDoofus::PrepareWeapon(void) // Returns the weapon ptr or NULL.
{
// Play sound even if we have no weapon...seems like they're threatening him.
PlaySoundShooting();
CWeapon* pweapon;
// If we have a weapon . . .
if (m_eWeaponType != TotalIDs)
{
pweapon = CCharacter::PrepareWeapon();
}
else
{
pweapon = NULL;
}
return pweapon;
};
////////////////////////////////////////////////////////////////////////////////
// ShootWeapon - Overloaded version to use the Shooting Angle
////////////////////////////////////////////////////////////////////////////////
CWeapon* CDoofus::ShootWeapon(CSmash::Bits bitsInclude,
CSmash::Bits bitsDontcare,
CSmash::Bits bitsExclude)
{
CWeapon* pWeapon = NULL;
double dSaveDirection = m_dRot;
// Don't adjust shooting angle if shooting on the run
if (m_state != State_ShootRun)
{
// Tuned for difficulty level - if the game is in the harder
// levels, the enemies will tune their aim at the last second
// before shooting, and then also depending on the difficulty,
// they will add different amounts of random misses
// Easy levels = 1, 2, 3
// Medium levels = 4, 5, 6
// Hard levels = 7, 8, 9, 10, 11
switch (m_pRealm->m_flags.sDifficulty)
{
case 0:
case 1:
m_dRot = rspMod360(m_dShootAngle - 8 + (GetRandom() % 17));
break;
case 2:
m_dRot = rspMod360(m_dShootAngle - 7 + (GetRandom() % 15));
break;
case 3:
m_dRot = rspMod360(m_dShootAngle - 6 + (GetRandom() % 13));
break;
case 4:
m_dRot = m_dAnimRot = m_dShootAngle = dSaveDirection = rspMod360(FindDirection() - 6 + (GetRandom() % 13));
break;
case 5:
m_dRot = m_dAnimRot = m_dShootAngle = dSaveDirection = rspMod360(FindDirection() - 5 + (GetRandom() % 11));
break;
case 6:
m_dRot = m_dAnimRot = m_dShootAngle = dSaveDirection = rspMod360(FindDirection() - 4 + (GetRandom() % 9));
break;
case 7:
m_dRot = m_dAnimRot = m_dShootAngle = dSaveDirection = rspMod360(FindDirection() - 6 + (GetRandom() % 13));
break;
case 8:
m_dRot = m_dAnimRot = m_dShootAngle = dSaveDirection = rspMod360(FindDirection() - 5 + (GetRandom() % 11));
break;
case 9:
m_dRot = m_dAnimRot = m_dShootAngle = dSaveDirection = rspMod360(FindDirection() - 4 + (GetRandom() % 9));
break;
case 10:
m_dRot = m_dAnimRot = m_dShootAngle = dSaveDirection = rspMod360(FindDirection() - 3 + (GetRandom() % 7));
break;
case 11:
default:
m_dRot = m_dAnimRot = m_dShootAngle = dSaveDirection = FindDirection();
break;
}
}
else
{
m_dRot = m_dShootAngle;
}
/*
// Allow rockets to hit other enemies, but still not the special barrel type
if (m_eWeaponType == CHeatseekerID || m_eWeaponType == CRocketID)
{
bitsExclude &= ~CSmash::Bad;
}
*/
pWeapon = CCharacter::ShootWeapon(bitsInclude, bitsDontcare, bitsExclude);
if (pWeapon)
pWeapon->SetDetectionBits(CSmash::Character | CSmash::Fire,
0,
CSmash::Bad | CSmash::Ducking | CSmash::AlmostDead);
m_dRot = dSaveDirection;
return pWeapon;
}
////////////////////////////////////////////////////////////////////////////////
// RunIdleAnimation - Check the idle timer and pick an idle animation to run
////////////////////////////////////////////////////////////////////////////////
void CDoofus::RunIdleAnimation(void)
{
int32_t lThisTime = m_pRealm->m_time.GetGameTime();
if (m_panimCur == &m_animStand)
{
if (lThisTime > m_lIdleTimer)
{
if (GetRandom() % 3 == 0)
{
// Stay with current animation
m_lIdleTimer = lThisTime + 2000 + GetRandom() % 2000;
}
else
{
// Go to the Crouch animaiton
m_panimCur = &m_animCrouch;
m_lAnimTime = 0;
m_bAnimUp = true;
m_lIdleTimer = lThisTime + 3000 + GetRandom() % 2000;
}
}
}
else
{
if (m_panimCur == &m_animCrouch)
{
// Animate forward or backward depending on if he is standing up or
if (m_bAnimUp)
{
m_lAnimTime += lThisTime - m_lPrevTime;
// See if it is time to switch yet
if (lThisTime > m_lIdleTimer)
{
if ((GetRandom() % 3 ) == 0)
// Start standing up to use the stand animation
{
// Start to stand up - run the animation backwards
m_lAnimTime = m_panimCur->m_psops->TotalTime();
m_bAnimUp = false;
}
else
{
// Pick either crouch still or search
if (GetRandom() % 2)
{
// Start search animation
m_panimCur = &m_animSearch;
m_lAnimTime = 0;
m_lIdleTimer = lThisTime + 1000 + GetRandom() % 1500;
}
else
{
// Stay with still crouch animation
m_lIdleTimer = lThisTime + 2000 + GetRandom() % 2000;
}
}
}
}
else
{
m_lAnimTime -= lThisTime - m_lPrevTime;
// See if it is done standing yet. If so, you have
// already previously decided to end the crouch animation
// so now pick the stand animation
if (m_lAnimTime < 0)
{
m_panimCur = &m_animStand;
m_lAnimTime = 0;
m_lIdleTimer = lThisTime + 3000 + GetRandom() % 2000;
}
}
}
else
{
if (m_panimCur == &m_animSearch)
{
// Animate the search
m_lAnimTime += lThisTime - m_lPrevTime;
// See if its time to switch yet
if (lThisTime > m_lIdleTimer)
{
switch (GetRandom() % 3)
{
case 0: // Stay with current animation
m_lIdleTimer = lThisTime + 1000 + GetRandom() % 1000;
break;
case 1: // Go to Crouch animation
m_panimCur = &m_animCrouch;
m_bAnimUp = true;
m_lIdleTimer = lThisTime + 3000 + GetRandom() % 2000;
break;
case 2: // Go to stand - use Crouch backwards to get up
m_panimCur = &m_animCrouch;
m_bAnimUp = false;
m_lAnimTime = m_panimCur->m_psops->TotalTime();
m_lIdleTimer = lThisTime + 3000 + GetRandom() % 2500;
break;
}
}
}
// Start the stand animation since it isn't currently using any idle animations.
else
{
m_panimCur = &m_animStand;
m_lIdleTimer = lThisTime + 3000;
m_lAnimTime = 0;
}
}
}
}
////////////////////////////////////////////////////////////////////////////////
// Position our smash approriately.
// (virtual).
////////////////////////////////////////////////////////////////////////////////
void CDoofus::PositionSmash(void)
{
// If not in writhing state . . .
if (m_state != State_Writhing)
{
// Update sphere.
m_smash.m_sphere.sphere.X = m_dX;
m_smash.m_sphere.sphere.Y = m_dY + m_sprite.m_sRadius;
m_smash.m_sphere.sphere.Z = m_dZ;
m_smash.m_sphere.sphere.lRadius = m_sprite.m_sRadius;
}
else
{
// If we have the execution points . . .
if (m_ptransExecutionTarget)
{
// Compute link point for execution target.
double dVitalOrganX;
double dVitalOrganY;
double dVitalOrganZ;
GetLinkPoint( // Returns nothing.
m_ptransExecutionTarget->GetAtTime(m_lAnimTime), // In: Transform specifying point.
&dVitalOrganX, // Out: Point speicfied.
&dVitalOrganY, // Out: Point speicfied.
&dVitalOrganZ); // Out: Point speicfied. // Update execution point via link point.
// Offset from hotspot to set collision sphere position.
m_smash.m_sphere.sphere.X = m_dX + dVitalOrganX;
m_smash.m_sphere.sphere.Y = m_dY + dVitalOrganY;
m_smash.m_sphere.sphere.Z = m_dZ + dVitalOrganZ;
m_smash.m_sphere.sphere.lRadius = m_sprite.m_sRadius;
}
else
{
ASSERT(m_dRot >= 0);
ASSERT(m_dRot < 360);
// Try to find center.
// Let's go a radius up their torso. Say... .
// This only looks decent if m_dRot is the direction they fell which is
// not always the case.
int16_t sPseudoCenter = m_sprite.m_sRadius;
m_smash.m_sphere.sphere.X = m_dX + COSQ[int16_t(m_dRot)] * sPseudoCenter;
m_smash.m_sphere.sphere.Y = m_dY + m_sprite.m_sRadius;
m_smash.m_sphere.sphere.Z = m_dZ - SINQ[int16_t(m_dRot)] * sPseudoCenter;
m_smash.m_sphere.sphere.lRadius = m_sprite.m_sRadius;
}
}
}
////////////////////////////////////////////////////////////////////////////////
// WhileHoldingWeapon
//
// Override for the character version which will just re-aim the guy during the
// shoot-prepare frames. Otherwise, guys like the rocketman which has a long
// prepare animation, quickly flip around in ShootWeapon if the target has moved
// between PrepareWeapon and ShootWeapon.
//
////////////////////////////////////////////////////////////////////////////////
bool CDoofus::WhileHoldingWeapon( // Returns true when weapon is released.
U32 u32BitsInclude, // In: Collision bits passed to ShootWeapon
U32 u32BitsDontcare, // In: Collision bits passed to ShootWeapon
U32 u32BitsExclude) // In: Collision bits passed to ShootWeapon
{
bool bResult = true;
// If they haven't shot the weapon yet, adjust their aiming if the difficulty
// level allows them to re-aim after preparing the weapon
if (!(CCharacter::WhileHoldingWeapon(u32BitsInclude, u32BitsDontcare, u32BitsExclude)))
{
bResult = false;
// Don't adjust shooting angle if shooting on the run
if (m_state != State_ShootRun)
{
// Tuned for difficulty level - if the game is in the harder
// levels, the enemies will tune their aim at the last second
// before shooting, and then also depending on the difficulty,
// they will add different amounts of random misses
// Easy levels = 1, 2, 3
// Medium levels = 4, 5, 6
// Hard levels = 7, 8, 9, 10, 11
switch (m_pRealm->m_flags.sDifficulty)
{
// Easy levels don't re-aim after preparing weapon, so leve it alone
case 0:
case 1:
case 2:
case 3:
case 4:
case 5:
case 6:
break;
// More difficult levels allow constant re-aiming.
case 7:
case 8:
case 9:
case 10:
case 11:
default:
m_dRot = m_dAnimRot = m_dShootAngle = rspMod360(FindDirection());
break;
}
}
}
return bResult;
}
////////////////////////////////////////////////////////////////////////////////
// A way for the base class to get resources. If you are going to use
// any of this class's resources (e.g., ms_aanimWeapons[]), call this
// when getting your resources.
////////////////////////////////////////////////////////////////////////////////
int16_t CDoofus::GetResources(void)
{
int16_t sResult = 0;
// If the ref count was 0 . . .
if (ms_lWeaponResRefCount++ == 0)
{
// Get the actual resources.
int16_t i;
int16_t sLoadResult;
for (i = 0; i < NumWeaponTypes; i++)
{
// If this weapon has a visible resource . . .
if (ms_awdWeapons[i].pszResName)
{
sLoadResult = ms_aanimWeapons[i].Get(
ms_awdWeapons[i].pszResName,
NULL,
NULL,
NULL,
RChannel_LoopAtStart | RChannel_LoopAtEnd);
if (sLoadResult != 0)
{
TRACE("GetResources(): Failed to load weapon resource \"%s\".\n",
ms_awdWeapons[i].pszResName);
sResult = -1;
}
}
}
}
return sResult;
}
////////////////////////////////////////////////////////////////////////////////
// A way for the base class to release resources. If you are going to use
// any of this class's resources (e.g., ms_aanimWeapons[]), call this
// when releasing your resources.
////////////////////////////////////////////////////////////////////////////////
void CDoofus::ReleaseResources(void)
{
ASSERT(ms_lWeaponResRefCount > 0);
// If the ref count hits zero with this release . . .
if (--ms_lWeaponResRefCount == 0)
{
// Release the actual resources.
int16_t i;
for (i = 0; i < NumWeaponTypes; i++)
{
if (ms_aanimWeapons[i].m_pmeshes)
{
ms_aanimWeapons[i].Release();
}
}
}
}
////////////////////////////////////////////////////////////////////////////////
// EOF
////////////////////////////////////////////////////////////////////////////////
|